Struct bevy_pbr::StandardMaterial
source · pub struct StandardMaterial {Show 17 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: Option<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 fog_enabled: bool,
pub alpha_mode: AlphaMode,
pub depth_bias: f32,
}
Expand description
A material with “standard” properties used in PBR lighting Standard property values with pictures here https://google.github.io/filament/Material%20Properties.pdf.
Fields§
§base_color: Color
The color of the surface of the material before lighting.
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
Defaults to Color::WHITE
.
base_color_texture: Option<Handle<Image>>
The texture component of the material’s color before lighting.
The actual pre-lighting color is base_color * this_texture
.
See base_color
for details.
You should set base_color
to Color::WHITE
(the default)
if you want the texture to show as-is.
Setting base_color
to something else than white will tint
the texture. For example, setting base_color
to pure red will
tint the texture red.
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>>
The emissive map, multiplies pixels with emissive
to get the final “emitting” color of a surface.
This color is multiplied by emissive
to get the final emitted color.
Meaning that you should set emissive
to Color::WHITE
if you want to use the full range of color of the emissive texture.
perceptual_roughness: f32
Linear perceptual roughness, clamped to [0.089, 1.0]
in the shader.
Defaults to 0.5
.
Low values result in a “glossy” material with specular highlights,
while values close to 1
result in rough materials.
If used together with a roughness/metallic texture, this is factored into the final base
color as roughness * roughness_texture_value
.
0.089 is the minimum floating point value that won’t be rounded down to 0 in the calculations used.
metallic: f32
How “metallic” the material appears, within [0.0, 1.0]
.
This should be set to 0.0 for dielectric materials or 1.0 for metallic materials. For a hybrid surface such as corroded metal, you may need to use in-between values.
Defaults to 0.00
, for dielectric.
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>>
Metallic and roughness maps, stored as a single texture.
The blue channel contains metallic values, and the green channel contains the roughness values. Other channels are unused.
Those values are multiplied by the scalar ones of the material,
see metallic
and perceptual_roughness
for details.
Note that with the default values of metallic
and perceptual_roughness
,
setting this texture has no effect. If you want to exclusively use the
metallic_roughness_texture
values for your material, make sure to set metallic
and perceptual_roughness
to 1.0
.
reflectance: f32
Specular intensity for non-metals on a linear scale of [0.0, 1.0]
.
Use the value as a way to control the intensity of the specular highlight of the material, i.e. how reflective is the material, rather than the physical property “reflectance.”
Set to 0.0
, no specular highlight is visible, the highlight is strongest
when reflectance
is set to 1.0
.
Defaults to 0.5
which is mapped to 4% reflectance in the shader.
normal_map_texture: Option<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.
If set to None
, the two sides of the mesh are visible.
Defaults to Some(Face::Back)
.
In bevy, the order of declaration of a triangle’s vertices
in Mesh
defines the triangle’s front face.
When a triangle is in a viewport, if its vertices appear counter-clockwise from the viewport’s perspective, then the viewport is seeing the triangle’s front face. Conversely, if the vertices appear clockwise, you are seeing the back face.
In short, in bevy, front faces winds counter-clockwise.
Your 3D editing software should manage all of that.
unlit: bool
Whether to apply only the base color to this material.
Normals, occlusion textures, roughness, metallic, reflectance, emissive,
shadows, alpha mode and ambient light are ignored if this is set to true
.
fog_enabled: bool
Whether to enable fog for this material.
alpha_mode: AlphaMode
How to apply the alpha channel of the base_color_texture
.
See AlphaMode
for details. Defaults to AlphaMode::Opaque
.
depth_bias: f32
Adjust rendered depth.
A material with a positive depth bias will render closer to the camera while negative values cause the material to render behind other objects. This is independent of the viewport.
depth_bias
affects render ordering and depth write operations
using the wgpu::DepthBiasState::Constant
field.
Trait Implementations§
source§impl AsBindGroup for StandardMaterial
impl AsBindGroup for StandardMaterial
§type Data = StandardMaterialKey
type Data = StandardMaterialKey
source§fn as_bind_group(
&self,
layout: &BindGroupLayout,
render_device: &RenderDevice,
images: &RenderAssets<Image>,
fallback_image: &FallbackImage
) -> Result<PreparedBindGroup<Self::Data>, AsBindGroupError>
fn as_bind_group( &self, layout: &BindGroupLayout, render_device: &RenderDevice, images: &RenderAssets<Image>, fallback_image: &FallbackImage ) -> Result<PreparedBindGroup<Self::Data>, AsBindGroupError>
self
matching the layout defined in AsBindGroup::bind_group_layout
.source§fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout
fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout
AsBindGroup::as_bind_group
source§impl AsBindGroupShaderType<StandardMaterialUniform> for StandardMaterial
impl AsBindGroupShaderType<StandardMaterialUniform> for StandardMaterial
source§fn as_bind_group_shader_type(
&self,
images: &RenderAssets<Image>
) -> StandardMaterialUniform
fn as_bind_group_shader_type( &self, images: &RenderAssets<Image> ) -> StandardMaterialUniform
T
[ShaderType
] for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist.source§impl Clone for StandardMaterial
impl Clone for StandardMaterial
source§fn clone(&self) -> StandardMaterial
fn clone(&self) -> StandardMaterial
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read moresource§impl Debug for StandardMaterial
impl Debug for StandardMaterial
source§impl Default for StandardMaterial
impl Default for StandardMaterial
source§impl From<&StandardMaterial> for StandardMaterialKey
impl From<&StandardMaterial> for StandardMaterialKey
source§fn from(material: &StandardMaterial) -> Self
fn from(material: &StandardMaterial) -> Self
source§impl From<Color> for StandardMaterial
impl From<Color> for StandardMaterial
source§impl FromReflect for StandardMaterialwhere
Color: FromReflect,
Option<Handle<Image>>: FromReflect,
f32: FromReflect,
bool: FromReflect,
AlphaMode: FromReflect,
impl FromReflect for StandardMaterialwhere Color: FromReflect, Option<Handle<Image>>: FromReflect, f32: FromReflect, bool: FromReflect, AlphaMode: FromReflect,
source§fn from_reflect(reflect: &dyn Reflect) -> Option<Self>
fn from_reflect(reflect: &dyn Reflect) -> Option<Self>
Self
from a reflected value.source§impl GetTypeRegistration for StandardMaterialwhere
Color: Reflect,
Option<Handle<Image>>: Reflect,
f32: Reflect,
bool: Reflect,
AlphaMode: Reflect,
Option<Face>: Any + Send + Sync,
impl GetTypeRegistration for StandardMaterialwhere Color: Reflect, Option<Handle<Image>>: Reflect, f32: Reflect, bool: Reflect, AlphaMode: Reflect, Option<Face>: Any + Send + Sync,
source§impl Material for StandardMaterial
impl Material for StandardMaterial
source§fn specialize(
_pipeline: &MaterialPipeline<Self>,
descriptor: &mut RenderPipelineDescriptor,
_layout: &MeshVertexBufferLayout,
key: MaterialPipelineKey<Self>
) -> Result<(), SpecializedMeshPipelineError>
fn specialize( _pipeline: &MaterialPipeline<Self>, descriptor: &mut RenderPipelineDescriptor, _layout: &MeshVertexBufferLayout, key: MaterialPipelineKey<Self> ) -> Result<(), SpecializedMeshPipelineError>
RenderPipelineDescriptor
for a specific entity using the entity’s
MaterialPipelineKey
and MeshVertexBufferLayout
as input.source§fn prepass_fragment_shader() -> ShaderRef
fn prepass_fragment_shader() -> ShaderRef
ShaderRef::Default
is returned, the default prepass fragment shader
will be used.source§fn fragment_shader() -> ShaderRef
fn fragment_shader() -> ShaderRef
ShaderRef::Default
is returned, the default mesh fragment shader
will be used.source§fn alpha_mode(&self) -> AlphaMode
fn alpha_mode(&self) -> AlphaMode
AlphaMode
. Defaults to AlphaMode::Opaque
.source§fn depth_bias(&self) -> f32
fn depth_bias(&self) -> f32
source§fn vertex_shader() -> ShaderRef
fn vertex_shader() -> ShaderRef
ShaderRef::Default
is returned, the default mesh vertex shader
will be used.source§fn prepass_vertex_shader() -> ShaderRef
fn prepass_vertex_shader() -> ShaderRef
ShaderRef::Default
is returned, the default prepass vertex shader
will be used.source§impl Reflect for StandardMaterialwhere
Color: Reflect,
Option<Handle<Image>>: Reflect,
f32: Reflect,
bool: Reflect,
AlphaMode: Reflect,
Option<Face>: Any + Send + Sync,
impl Reflect for StandardMaterialwhere Color: Reflect, Option<Handle<Image>>: Reflect, f32: Reflect, bool: Reflect, AlphaMode: Reflect, Option<Face>: Any + Send + Sync,
source§fn get_type_info(&self) -> &'static TypeInfo
fn get_type_info(&self) -> &'static TypeInfo
source§fn as_any_mut(&mut self) -> &mut dyn Any
fn as_any_mut(&mut self) -> &mut dyn Any
&mut dyn Any
.source§fn into_reflect(self: Box<Self>) -> Box<dyn Reflect>
fn into_reflect(self: Box<Self>) -> Box<dyn Reflect>
source§fn as_reflect(&self) -> &dyn Reflect
fn as_reflect(&self) -> &dyn Reflect
source§fn as_reflect_mut(&mut self) -> &mut dyn Reflect
fn as_reflect_mut(&mut self) -> &mut dyn Reflect
source§fn clone_value(&self) -> Box<dyn Reflect>
fn clone_value(&self) -> Box<dyn Reflect>
Reflect
trait object. Read moresource§fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>
fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>
source§fn reflect_ref(&self) -> ReflectRef<'_>
fn reflect_ref(&self) -> ReflectRef<'_>
source§fn reflect_mut(&mut self) -> ReflectMut<'_>
fn reflect_mut(&mut self) -> ReflectMut<'_>
source§fn reflect_owned(self: Box<Self>) -> ReflectOwned
fn reflect_owned(self: Box<Self>) -> ReflectOwned
source§fn reflect_partial_eq(&self, value: &dyn Reflect) -> Option<bool>
fn reflect_partial_eq(&self, value: &dyn Reflect) -> Option<bool>
source§fn reflect_hash(&self) -> Option<u64>
fn reflect_hash(&self) -> Option<u64>
source§fn serializable(&self) -> Option<Serializable<'_>>
fn serializable(&self) -> Option<Serializable<'_>>
source§impl Struct for StandardMaterialwhere
Color: Reflect,
Option<Handle<Image>>: Reflect,
f32: Reflect,
bool: Reflect,
AlphaMode: Reflect,
Option<Face>: Any + Send + Sync,
impl Struct for StandardMaterialwhere Color: Reflect, Option<Handle<Image>>: Reflect, f32: Reflect, bool: Reflect, AlphaMode: Reflect, Option<Face>: Any + Send + Sync,
source§fn field(&self, name: &str) -> Option<&dyn Reflect>
fn field(&self, name: &str) -> Option<&dyn Reflect>
name
as a &dyn Reflect
.source§fn field_mut(&mut self, name: &str) -> Option<&mut dyn Reflect>
fn field_mut(&mut self, name: &str) -> Option<&mut dyn Reflect>
name
as a
&mut dyn Reflect
.source§fn field_at(&self, index: usize) -> Option<&dyn Reflect>
fn field_at(&self, index: usize) -> Option<&dyn Reflect>
index
as a
&dyn Reflect
.source§fn field_at_mut(&mut self, index: usize) -> Option<&mut dyn Reflect>
fn field_at_mut(&mut self, index: usize) -> Option<&mut dyn Reflect>
index
as a &mut dyn Reflect
.source§fn name_at(&self, index: usize) -> Option<&str>
fn name_at(&self, index: usize) -> Option<&str>
index
.source§fn iter_fields(&self) -> FieldIter<'_>
fn iter_fields(&self) -> FieldIter<'_>
source§fn clone_dynamic(&self) -> DynamicStruct
fn clone_dynamic(&self) -> DynamicStruct
DynamicStruct
.Auto Trait Implementations§
impl RefUnwindSafe for StandardMaterial
impl Send for StandardMaterial
impl Sync for StandardMaterial
impl Unpin for StandardMaterial
impl UnwindSafe for StandardMaterial
Blanket Implementations§
source§impl<T, U> AsBindGroupShaderType<U> for Twhere
U: ShaderType,
&'a T: for<'a> Into<U>,
impl<T, U> AsBindGroupShaderType<U> for Twhere U: ShaderType, &'a T: for<'a> Into<U>,
source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
T
[ShaderType
] for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist.§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere T: Any,
§fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
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
.§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.source§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere T: Default,
source§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Self
using data from the given Worldsource§impl<S> GetField for Swhere
S: Struct,
impl<S> GetField for Swhere S: Struct,
source§impl<T> GetPath for Twhere
T: Reflect,
impl<T> GetPath for Twhere T: Reflect,
source§fn reflect_path<'r, 'p>(
&'r self,
path: &'p str
) -> Result<&'r (dyn Reflect + 'static), ReflectPathError<'p>>
fn reflect_path<'r, 'p>( &'r self, path: &'p str ) -> Result<&'r (dyn Reflect + 'static), ReflectPathError<'p>>
path
. Read moresource§fn reflect_path_mut<'r, 'p>(
&'r mut self,
path: &'p str
) -> Result<&'r mut (dyn Reflect + 'static), ReflectPathError<'p>>
fn reflect_path_mut<'r, 'p>( &'r mut self, path: &'p str ) -> Result<&'r mut (dyn Reflect + 'static), ReflectPathError<'p>>
path
. Read more