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PbrMaterial

Struct PbrMaterial 

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pub struct PbrMaterial {
Show 40 fields pub name: String, pub albedo: [f32; 3], pub alpha: f32, pub metallic: f32, pub roughness: f32, pub emission: [f32; 3], pub emission_intensity: f32, pub normal_map_index: i32, pub normal_map_strength: f32, pub ior: f32, pub anisotropy: f32, pub anisotropy_rotation: f32, pub clearcoat: f32, pub clearcoat_roughness: f32, pub subsurface: f32, pub subsurface_color: [f32; 3], pub subsurface_radius: f32, pub sheen: f32, pub sheen_tint: f32, pub specular: f32, pub specular_tint: f32, pub transmission: f32, pub absorption_color: [f32; 3], pub absorption_distance: f32, pub albedo_texture: u64, pub roughness_texture: u64, pub metallic_texture: u64, pub normal_texture: u64, pub emission_texture: u64, pub ao_texture: u64, pub material_id: u8, pub is_transparent: bool, pub alpha_test: bool, pub alpha_threshold: f32, pub double_sided: bool, pub uv_scale: [f32; 2], pub uv_offset: [f32; 2], pub receive_shadows: bool, pub cast_shadows: bool, pub priority: i32,
}
Expand description

A physically-based rendering material with full parameter set.

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§name: String

Human-readable name.

§albedo: [f32; 3]

Base color / albedo (linear RGB).

§alpha: f32

Alpha / opacity (0..1). 1.0 = fully opaque.

§metallic: f32

Metallic factor (0..1). 0 = dielectric, 1 = metal.

§roughness: f32

Roughness factor (0..1). 0 = mirror, 1 = fully rough.

§emission: [f32; 3]

Emission color (linear RGB, can be HDR).

§emission_intensity: f32

Emission intensity multiplier.

§normal_map_index: i32

Normal map texture index (-1 = no normal map).

§normal_map_strength: f32

Normal map strength (0..1).

§ior: f32

Index of refraction (glass ~1.5, water ~1.33, air ~1.0).

§anisotropy: f32

Anisotropy (-1..1). 0 = isotropic. Positive = stretched along tangent.

§anisotropy_rotation: f32

Anisotropy rotation in radians.

§clearcoat: f32

Clearcoat strength (0..1). Simulates a clear lacquer layer.

§clearcoat_roughness: f32

Clearcoat roughness (0..1).

§subsurface: f32

Subsurface scattering factor (0..1).

§subsurface_color: [f32; 3]

Subsurface scattering color (linear RGB).

§subsurface_radius: f32

Subsurface scattering radius.

§sheen: f32

Sheen strength (for fabric-like materials).

§sheen_tint: f32

Sheen tint (0 = white sheen, 1 = tinted by albedo).

§specular: f32

Specular intensity override (0..1, default 0.5 for 4% F0).

§specular_tint: f32

Specular tint (0 = white specular, 1 = tinted by albedo).

§transmission: f32

Transmission factor (0..1). 1 = fully transmissive (glass).

§absorption_color: [f32; 3]

Absorption color for transmissive materials (linear RGB).

§absorption_distance: f32

Absorption distance (how deep before color is fully absorbed).

§albedo_texture: u64

Texture handles (opaque IDs).

§roughness_texture: u64§metallic_texture: u64§normal_texture: u64§emission_texture: u64§ao_texture: u64§material_id: u8

Material ID (for G-Buffer material ID channel).

§is_transparent: bool

Whether this material is transparent.

§alpha_test: bool

Whether this material uses alpha testing (cutout).

§alpha_threshold: f32

Alpha test threshold.

§double_sided: bool

Whether this material is double-sided.

§uv_scale: [f32; 2]

UV tiling factor.

§uv_offset: [f32; 2]

UV offset.

§receive_shadows: bool

Whether this material receives shadows.

§cast_shadows: bool

Whether this material casts shadows.

§priority: i32

Render priority (lower = rendered first).

Implementations§

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impl PbrMaterial

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pub fn new(name: impl Into<String>) -> Self

Create a new default PBR material.

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pub fn with_albedo(self, r: f32, g: f32, b: f32) -> Self

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pub fn with_metallic(self, m: f32) -> Self

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pub fn with_roughness(self, r: f32) -> Self

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pub fn with_emission(self, r: f32, g: f32, b: f32) -> Self

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pub fn with_emission_intensity(self, i: f32) -> Self

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pub fn with_ior(self, ior: f32) -> Self

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pub fn with_anisotropy(self, a: f32) -> Self

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pub fn with_clearcoat(self, strength: f32, roughness: f32) -> Self

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pub fn with_subsurface(self, strength: f32, color: [f32; 3]) -> Self

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pub fn with_sheen(self, strength: f32, tint: f32) -> Self

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pub fn with_transmission(self, t: f32) -> Self

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pub fn with_alpha(self, a: f32) -> Self

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pub fn with_alpha_test(self, threshold: f32) -> Self

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pub fn with_material_id(self, id: u8) -> Self

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pub fn with_uv_transform(self, scale: [f32; 2], offset: [f32; 2]) -> Self

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pub fn with_double_sided(self, ds: bool) -> Self

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pub fn f0(&self) -> [f32; 3]

Compute the Fresnel F0 (reflectance at normal incidence) for this material.

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pub fn diffuse_color(&self) -> [f32; 3]

Compute the diffuse color (metals have no diffuse contribution).

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pub fn total_emission(&self) -> [f32; 3]

Get the total emission (color * intensity).

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pub fn sort_key(&self) -> MaterialSortKey

Compute a sort key for batching draw calls.

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pub fn has_textures(&self) -> bool

Whether this material has any textures bound.

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pub fn albedo_luminance(&self) -> f32

Compute the perceptual brightness of the albedo.

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pub fn glsl_uniforms() -> &'static str

Generate GLSL uniform declarations for this material’s properties.

Trait Implementations§

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impl Clone for PbrMaterial

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fn clone(&self) -> PbrMaterial

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for PbrMaterial

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for PbrMaterial

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl Display for PbrMaterial

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more

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