Struct bevy::pbr::StandardMaterial

pub struct StandardMaterial {
Show 16 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 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.

May be created directly from a Color or an Image.

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 minimum of 0.089.

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.

metallic: f32

How “metallic” the material appears, within [0.0, 1.0], going from dielectric to pure metallic.

Defaults to 0.01.

The closer to 1 the value, the more the material will reflect light like a metal such as steel or gold.

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. Conversly, 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.

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

Re-arrange render ordering.

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 only affects render ordering. This means that for opaque materials, depth_bias will only have any effect if two materials are overlapping, which only serves as a z-fighting resolver.

depth_bias can however reorder AlphaMode::Blend materials. This is useful if your transparent materials are not rendering in the expected order.

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
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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
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Auto Trait Implementations

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