pub struct ParallaxMaterialUniform {
    pub base_color: Vec4,
    pub emissive: Vec4,
    pub roughness: f32,
    pub metallic: f32,
    pub reflectance: f32,
    pub flags: u32,
    pub alpha_cutoff: f32,
    pub height_depth: f32,
    pub max_height_layers: f32,
}
Expand description

The GPU representation of the uniform data of a ParallaxMaterial.

Fields

base_color: Vec4

Doubles as diffuse albedo for non-metallic, specular for metallic and a mix for everything in between.

emissive: Vec4

Use a color for user friendliness even though we technically don’t use the alpha channel Might be used in the future for exposure correction in HDR

roughness: f32

Linear perceptual roughness, clamped to [0.089, 1.0] in the shader Defaults to minimum of 0.089

metallic: f32

From [0.0, 1.0], dielectric to pure metallic

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

flags: u32

The shader flags.

alpha_cutoff: f32

When the alpha mode mask flag is set, any base color alpha above this cutoff means fully opaque, and any below means fully transparent.

height_depth: f32

The depth of the height map.

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.

Trait Implementations

Return the T [ShaderType] for self. When used in [AsBindGroup] derives, it is safe to assume that all images in self exist. Read more
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Represents WGSL Size (equivalent to [ShaderType::min_size])
Returns the size of Self at runtime Read more
Represents the minimum size of Self (equivalent to GPUBufferBindingLayout.minBindingSize) Read more

Auto Trait Implementations

Blanket Implementations

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