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PbrMaterial

Struct PbrMaterial 

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pub struct PbrMaterial {
Show 21 fields pub albedo: Vec4, pub albedo_texture: Option<TextureHandle>, pub metallic: f32, pub metallic_texture: Option<TextureHandle>, pub roughness: f32, pub roughness_texture: Option<TextureHandle>, pub normal_texture: Option<TextureHandle>, pub occlusion_texture: Option<TextureHandle>, pub emission: Vec3, pub emission_scale: f32, pub emission_texture: Option<TextureHandle>, pub alpha_mode: AlphaMode, pub alpha_cutoff: f32, pub double_sided: bool, pub ior: f32, pub clearcoat: f32, pub clearcoat_roughness: f32, pub anisotropy: f32, pub anisotropy_direction: Vec2, pub subsurface_scattering: f32, pub subsurface_color: Vec3,
}
Expand description

Complete physically based rendering material definition.

Each parameter follows the metallic-roughness workflow used by glTF 2.0. When both a scalar value and a texture are present the texture is multiplied by the scalar at evaluation time.

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§albedo: Vec4

Base colour (linear sRGB + alpha). Multiplied with albedo_texture.

§albedo_texture: Option<TextureHandle>

Optional base colour / albedo texture.

§metallic: f32

Metallic factor in [0, 1].

§metallic_texture: Option<TextureHandle>

Optional metallic texture (samples the B channel per glTF convention).

§roughness: f32

Perceptual roughness in [0, 1].

§roughness_texture: Option<TextureHandle>

Optional roughness texture (samples the G channel per glTF convention).

§normal_texture: Option<TextureHandle>

Tangent-space normal map.

§occlusion_texture: Option<TextureHandle>

Ambient occlusion map (samples the R channel).

§emission: Vec3

Emissive tint (linear sRGB).

§emission_scale: f32

Multiplier applied on top of emission. Values > 1 allow HDR emission.

§emission_texture: Option<TextureHandle>

Optional emissive texture.

§alpha_mode: AlphaMode

How the alpha channel is interpreted.

§alpha_cutoff: f32

Alpha cutoff used when alpha_mode == AlphaMode::Mask. Stored here for convenience even though AlphaMode::Mask also carries the value.

§double_sided: bool

When true back-face culling is disabled and back-faces receive a flipped normal.

§ior: f32

IOR used for dielectric Fresnel calculations. Default: 1.5.

§clearcoat: f32

Clearcoat layer strength in [0, 1].

§clearcoat_roughness: f32

Roughness of the clearcoat layer.

§anisotropy: f32

Anisotropy strength in [0, 1].

§anisotropy_direction: Vec2

Direction of the anisotropy in tangent space (not normalised — length encodes strength when anisotropy == 1).

§subsurface_scattering: f32

Subsurface scattering weight in [0, 1].

§subsurface_color: Vec3

Mean-free-path colour (linear sRGB) for SSS.

Implementations§

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impl PbrMaterial

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pub fn new() -> Self

Create a new default (grey, dielectric) material.

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pub fn with_albedo(self, albedo: Vec4) -> Self

Builder: set base colour.

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

Builder: set metallic factor.

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

Builder: set roughness.

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

Builder: set IOR.

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pub fn with_emission(self, color: Vec3, scale: f32) -> Self

Builder: enable emission.

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pub fn with_alpha(self, mode: AlphaMode) -> Self

Builder: set alpha mode.

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

Builder: set clearcoat parameters.

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pub fn with_anisotropy(self, strength: f32, direction: Vec2) -> Self

Builder: set anisotropy.

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pub fn with_sss(self, weight: f32, color: Vec3) -> Self

Builder: set subsurface scattering.

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pub fn f0(&self) -> Vec3

Compute F0 (specular reflectance at normal incidence) from IOR.

For metals the full albedo tints the specular response; for dielectrics the achromatic F0 derived from IOR is used.

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pub fn is_transparent(&self) -> bool

Returns true when the material has any translucency / transparency.

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pub fn has_clearcoat(&self) -> bool

Returns true when the material uses the clearcoat extension.

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pub fn has_anisotropy(&self) -> bool

Returns true when anisotropy is non-negligible.

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pub fn has_sss(&self) -> bool

Returns true when subsurface scattering is enabled.

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pub fn texture_count(&self) -> usize

Count how many textures are bound.

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pub fn validate(&self) -> Vec<String>

Validate the material, returning a list of warnings.

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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