pub struct ParallaxMaterial {
Show 20 fields pub base_color: Color, pub base_color_texture: Option<Handle<Image>>, pub emissive: Color, pub emissive_texture: Option<Handle<Image>>, pub perceptual_roughness: f32, pub metallic: f32, pub metallic_roughness_texture: Option<Handle<Image>>, pub reflectance: f32, pub normal_map_texture: Handle<Image>, pub flip_normal_map_y: bool, pub occlusion_texture: Option<Handle<Image>>, pub double_sided: bool, pub cull_mode: Option<Face>, pub unlit: bool, pub alpha_mode: AlphaMode, pub depth_bias: f32, pub height_map: Handle<Image>, pub height_depth: f32, pub algorithm: ParallaxAlgo, pub max_height_layers: f32,
}
Expand description

A shameless clone of bevy’s default PBR material with an additional field: height_map.

height_map is a greyscale image representing the height of the object at a given pixel. Works like the original [StandardMaterial] otherwise.

WARNING: this material assumes the mesh has tangents set. If your mesh doesn’t have tangents, bad unspecified things will happen.

Fields

base_color: Color

Doubles as diffuse albedo for non-metallic, specular for metallic and a mix for everything in between. If used together with a base_color_texture, this is factored into the final base color as base_color * base_color_texture_value

base_color_texture: Option<Handle<Image>>

The “albedo” of the material, when Some, this will be the texture applied to the mesh.

emissive: Color

Color the material “emits” to the camera.

This is typically used for monitor screens or LED lights. Anything that can be visible even in darkness.

The emissive color is added to what would otherwise be the material’s visible color. This means that for a light emissive value, in darkness, you will mostly see the emissive component.

The default emissive color is black, which doesn’t add anything to the material color.

Note that an emissive material won’t light up surrounding areas like a light source, it just adds a value to the color seen on screen.

emissive_texture: Option<Handle<Image>>

Same as emissive, but based off a texture

perceptual_roughness: f32

Linear perceptual roughness, clamped to [0.089, 1.0] in the shader Defaults to minimum of 0.089 If used together with a roughness/metallic texture, this is factored into the final base color as roughness * roughness_texture_value

metallic: f32

From [0.0, 1.0], dielectric to pure metallic If used together with a roughness/metallic texture, this is factored into the final base color as metallic * metallic_texture_value

metallic_roughness_texture: Option<Handle<Image>>

A texture representing both metallic and preceptual_roughness.

The blue channel is the metallic and green is roughness (we don’t talk about the red channel)

reflectance: f32

Specular intensity for non-metals on a linear scale of [0.0, 1.0] defaults to 0.5 which is mapped to 4% reflectance in the shader

normal_map_texture: Handle<Image>

Used to fake the lighting of bumps and dents on a material.

A typical usage would be faking cobblestones on a flat plane mesh in 3D.

Notes

Normal mapping with StandardMaterial and the core bevy PBR shaders requires:

  • A normal map texture
  • Vertex UVs
  • Vertex tangents
  • Vertex normals

Tangents do not have to be stored in your model, they can be generated using the Mesh::generate_tangents method. If your material has a normal map, but still renders as a flat surface, make sure your meshes have their tangents set.

flip_normal_map_y: bool

Normal map textures authored for DirectX have their y-component flipped. Set this to flip it to right-handed conventions.

occlusion_texture: Option<Handle<Image>>

Specifies the level of exposure to ambient light.

This is usually generated and stored automatically (“baked”) by 3D-modelling software.

Typically, steep concave parts of a model (such as the armpit of a shirt) are darker, because they have little exposed to light. An occlusion map specifies those parts of the model that light doesn’t reach well.

The material will be less lit in places where this texture is dark. This is similar to ambient occlusion, but built into the model.

double_sided: bool

Support two-sided lighting by automatically flipping the normals for “back” faces within the PBR lighting shader. Defaults to false. This does not automatically configure backface culling, which can be done via cull_mode.

cull_mode: Option<Face>

Whether to cull the “front”, “back” or neither side of a mesh defaults to Face::Back

unlit: bool

Whether to shade this material.

Normals, occlusion textures, roughness, metallic, reflectance and emissive are ignored if this is set to true.

alpha_mode: AlphaMode

How to interpret the alpha channel of the base_color_texture.

By default, it’s Opaque, therefore completely ignored. Note that currently bevy handles poorly semi-transparent textures. You are likely to encounter the following bugs:

  • When two AlphaMode::Blend material occupy the same pixel, only one material’s color will show.
  • If a different mesh is both “in front” and “behind” a non-opaque material, bevy won’t know which material to display in front, which might result in flickering.
depth_bias: f32

Re-arange depth of material, useful to avoid z-fighting.

height_map: Handle<Image>

The height map used for parallax mapping.

Black is the tallest, white deepest.

To improve performance, set your height_map’s [Image::sampler_descriptor] filter mode to FilterMode::Nearest, as this paper indicates, it improves perfs a bit.

height_depth: f32

How deep the offset introduced by the height map should be.

Default is 0.1, anything over that value may look very awkward. Lower value look less “deep.”

algorithm: ParallaxAlgo

Whether to use a more accurate and more expensive algorithm.

We recommend that all objects use the same ParallaxAlgo, to avoid duplicating and running two shaders.

max_height_layers: f32

In how many layers to split the height maps for Steep Parallax Mapping.

If your height_depth is >0.1 and you are seeing jaggy edges, increase this value. However, this incures a performance cost.

Default is 16.0.

This must never be less than 2.0.

Trait Implementations

Data that will be stored alongside the “prepared” bind group.
Creates a bind group for self matching the layout defined in [AsBindGroup::bind_group_layout].
Creates the bind group layout matching all bind groups returned by [AsBindGroup::as_bind_group]
Return the T [ShaderType] for self. When used in [AsBindGroup] derives, it is safe to assume that all images in self exist. Read more
Returns a copy of the value. Read more
Performs copy-assignment from source. Read more
Formats the value using the given formatter. Read more
Returns the “default value” for a type. Read more
Converts to this type from the input type.
Converts to this type from the input type.
Customizes the default [RenderPipelineDescriptor] for a specific entity using the entity’s [MaterialPipelineKey] and [MeshVertexBufferLayout] as input. Read more
Returns this material’s fragment shader. If [ShaderRef::Default] is returned, the default mesh fragment shader will be used. Read more
Returns this material’s [AlphaMode]. Defaults to [AlphaMode::Opaque].
Add a bias to the view depth of the mesh which can be used to force a specific render order for meshes with equal depth, to avoid z-fighting. Read more
Returns this material’s vertex shader. If [ShaderRef::Default] is returned, the default mesh vertex shader will be used. Read more

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more
Return the T [ShaderType] for self. When used in [AsBindGroup] derives, it is safe to assume that all images in self exist. Read more
Immutably borrows from an owned value. Read more
Mutably borrows from an owned value. Read more
Convert Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can then be further downcast into Box<ConcreteType> where ConcreteType implements Trait. Read more
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Creates Self using data from the given [World]
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That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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