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- import type { Scene } from "../../scene";
- import { Color3 } from "../../Maths/math.color";
- import { PBRBaseMaterial } from "./pbrBaseMaterial";
- import type { BaseTexture } from "../../Materials/Textures/baseTexture";
- import type { Nullable } from "../../types";
- /**
- * The Physically based simple base material of BJS.
- *
- * This enables better naming and convention enforcements on top of the pbrMaterial.
- * It is used as the base class for both the specGloss and metalRough conventions.
- */
- export declare abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
- /**
- * Number of Simultaneous lights allowed on the material.
- */
- maxSimultaneousLights: number;
- /**
- * If sets to true, disables all the lights affecting the material.
- */
- disableLighting: boolean;
- /**
- * Environment Texture used in the material (this is use for both reflection and environment lighting).
- */
- environmentTexture: Nullable<BaseTexture>;
- /**
- * If sets to true, x component of normal map value will invert (x = 1.0 - x).
- */
- invertNormalMapX: boolean;
- /**
- * If sets to true, y component of normal map value will invert (y = 1.0 - y).
- */
- invertNormalMapY: boolean;
- /**
- * Normal map used in the model.
- */
- normalTexture: Nullable<BaseTexture>;
- /**
- * Emissivie color used to self-illuminate the model.
- */
- emissiveColor: Color3;
- /**
- * Emissivie texture used to self-illuminate the model.
- */
- emissiveTexture: Nullable<BaseTexture>;
- /**
- * Occlusion Channel Strength.
- */
- occlusionStrength: number;
- /**
- * Occlusion Texture of the material (adding extra occlusion effects).
- */
- occlusionTexture: Nullable<BaseTexture>;
- /**
- * Defines the alpha limits in alpha test mode.
- */
- alphaCutOff: number;
- /**
- * Gets the current double sided mode.
- */
- get doubleSided(): boolean;
- /**
- * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
- */
- set doubleSided(value: boolean);
- /**
- * Stores the pre-calculated light information of a mesh in a texture.
- */
- lightmapTexture: Nullable<BaseTexture>;
- /**
- * If true, the light map contains occlusion information instead of lighting info.
- */
- useLightmapAsShadowmap: boolean;
- /**
- * Instantiates a new PBRMaterial instance.
- *
- * @param name The material name
- * @param scene The scene the material will be use in.
- */
- constructor(name: string, scene?: Scene);
- getClassName(): string;
- }
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