Expand description
PBR material system for deferred rendering.
Provides:
- PBR material definitions (albedo, metallic, roughness, emission, etc.)
- Material instances (per-object parameter overrides)
- Material library with named materials
- Material sorting keys for draw-call batching
- Instanced rendering data (per-instance transform + material ID)
- Material presets (metal, plastic, glass, wood, stone, etc.)
Structs§
- Instance
Buffer - A buffer of instance data for batch instanced rendering.
- Instance
Data - Per-instance data packed for GPU instanced rendering. Each instance gets a transform matrix and material parameters.
- Material
Instance - Per-object overrides layered on top of a base PbrMaterial. Only set fields are applied; None means use base material value.
- Material
Library - A collection of named PBR materials.
- Material
Presets - Collection of all material presets.
- Material
Sort Key - A compact sorting key for materials, used to minimize GPU state changes by batching objects with similar materials together.
- PbrMaterial
- A physically-based rendering material with full parameter set.
Enums§
- Material
Preset - Predefined material types.