Struct three_d::renderer::material::CpuMaterial
source · pub struct CpuMaterial {Show 18 fields
pub name: String,
pub albedo: Srgba,
pub albedo_texture: Option<Texture2D>,
pub metallic: f32,
pub roughness: f32,
pub occlusion_metallic_roughness_texture: Option<Texture2D>,
pub metallic_roughness_texture: Option<Texture2D>,
pub occlusion_strength: f32,
pub occlusion_texture: Option<Texture2D>,
pub normal_scale: f32,
pub normal_texture: Option<Texture2D>,
pub emissive: Srgba,
pub emissive_texture: Option<Texture2D>,
pub alpha_cutout: Option<f32>,
pub lighting_model: LightingModel,
pub index_of_refraction: f32,
pub transmission: f32,
pub transmission_texture: Option<Texture2D>,
}
Expand description
A CPU-side version of a material used for physically based rendering (PBR).
Fields§
§name: String
Name. Used for matching geometry and material.
albedo: Srgba
Albedo base color, also called diffuse color.
albedo_texture: Option<Texture2D>
Texture with albedo base colors, also called diffuse colors.
The colors are assumed to be in sRGB (RgbU8
), sRGB with an alpha channel (RgbaU8
) or HDR color space.
metallic: f32
A value in the range [0..1]
specifying how metallic the material is.
roughness: f32
A value in the range [0..1]
specifying how rough the material surface is.
occlusion_metallic_roughness_texture: Option<Texture2D>
Texture containing the occlusion, metallic and roughness parameters. The occlusion values are sampled from the red channel, metallic from the blue channel and the roughness from the green channel. Is sometimes in two textures, see Self::occlusion_texture and Self::metallic_roughness_texture.
metallic_roughness_texture: Option<Texture2D>
Texture containing the metallic and roughness parameters which are multiplied with the Self::metallic and Self::roughness to get the final parameter. The metallic values are sampled from the blue channel and the roughness from the green channel. Can be combined with occlusion into one texture, see Self::occlusion_metallic_roughness_texture.
occlusion_strength: f32
A scalar multiplier controlling the amount of occlusion applied from the Self::occlusion_texture. A value of 0.0 means no occlusion. A value of 1.0 means full occlusion.
occlusion_texture: Option<Texture2D>
An occlusion map. Higher values indicate areas that should receive full indirect lighting and lower values indicate no indirect lighting. The occlusion values are sampled from the red channel. Can be combined with metallic and roughness into one texture, see Self::occlusion_metallic_roughness_texture.
normal_scale: f32
A scalar multiplier applied to each normal vector of the Self::normal_texture.
normal_texture: Option<Texture2D>
A tangent space normal map, also known as bump map.
emissive: Srgba
Color of light shining from an object.
emissive_texture: Option<Texture2D>
Texture with color of light shining from an object.
The colors are assumed to be in sRGB (RgbU8
), sRGB with an alpha channel (RgbaU8
) or HDR color space.
alpha_cutout: Option<f32>
Alpha cutout value for transparency in deferred rendering pipeline.
lighting_model: LightingModel
The lighting model used when rendering this material
index_of_refraction: f32
The index of refraction for this material
transmission: f32
A value in the range [0..1]
specifying how transmissive the material surface is.
transmission_texture: Option<Texture2D>
Texture containing the transmission parameter which are multiplied with the Self::transmission to get the final parameter.
Trait Implementations§
source§impl Clone for PbrMaterial
impl Clone for PbrMaterial
source§fn clone(&self) -> PbrMaterial
fn clone(&self) -> PbrMaterial
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
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