pub struct PhysicalMaterial {
Show 15 fields pub name: String, pub albedo: Color, pub albedo_texture: Option<Rc<Texture2D>>, pub metallic: f32, pub roughness: f32, pub metallic_roughness_texture: Option<Rc<Texture2D>>, pub occlusion_strength: f32, pub occlusion_texture: Option<Rc<Texture2D>>, pub normal_scale: f32, pub normal_texture: Option<Rc<Texture2D>>, pub render_states: RenderStates, pub is_transparent: bool, pub emissive: Color, pub emissive_texture: Option<Rc<Texture2D>>, pub lighting_model: LightingModel,
}
Expand description

A physically-based material that renders a Geometry in an approximate correct physical manner based on Physically Based Rendering (PBR). This material is affected by lights.

Fields

name: String

Name. Used for matching geometry and material.

albedo: Color

Albedo base color, also called diffuse color. Assumed to be in linear color space.

albedo_texture: Option<Rc<Texture2D>>

Texture with albedo base colors, also called diffuse color. Assumed to be in sRGB with or without an alpha channel.

metallic: f32

A value in the range [0..1] specifying how metallic the surface is.

roughness: f32

A value in the range [0..1] specifying how rough the surface is.

metallic_roughness_texture: Option<Rc<Texture2D>>

Texture containing the metallic and roughness parameters which are multiplied with the Self::metallic and Self::roughness values in the shader. The metallic values are sampled from the blue channel and the roughness from the green channel.

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<Rc<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.

normal_scale: f32

A scalar multiplier applied to each normal vector of the Self::normal_texture.

normal_texture: Option<Rc<Texture2D>>

A tangent space normal map, also known as bump map.

render_states: RenderStates

Render states.

is_transparent: bool

Whether this material should be treated as a transparent material (An object needs to be rendered differently depending on whether it is transparent or opaque).

emissive: Color

Color of light shining from an object.

emissive_texture: Option<Rc<Texture2D>>

Texture with color of light shining from an object.

lighting_model: LightingModel

The lighting model used when rendering this material

Implementations

Constructs a new physical material from a CpuMaterial. If the input contains an CpuMaterial::occlusion_metallic_roughness_texture, this texture is used for both PhysicalMaterial::metallic_roughness_texture and PhysicalMaterial::occlusion_texture while any CpuMaterial::metallic_roughness_texture or CpuMaterial::occlusion_texture are ignored. Tries to infer whether this material is transparent or opaque from the alpha value of the albedo color and the alpha values in the albedo texture. Since this is not always correct, it is preferred to use PhysicalMaterial::new_opaque or PhysicalMaterial::new_transparent.

Constructs a new opaque physical material from a CpuMaterial. If the input contains an CpuMaterial::occlusion_metallic_roughness_texture, this texture is used for both PhysicalMaterial::metallic_roughness_texture and PhysicalMaterial::occlusion_texture while any CpuMaterial::metallic_roughness_texture or CpuMaterial::occlusion_texture are ignored.

Constructs a new transparent physical material from a CpuMaterial. If the input contains an CpuMaterial::occlusion_metallic_roughness_texture, this texture is used for both PhysicalMaterial::metallic_roughness_texture and PhysicalMaterial::occlusion_texture while any CpuMaterial::metallic_roughness_texture or CpuMaterial::occlusion_texture are ignored.

Trait Implementations

Returns a copy of the value. Read more

Performs copy-assignment from source. Read more

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

Returns the fragment shader source for this material. Should output the final fragment color.

Sends the uniform data needed for this material to the fragment shader.

Returns the render states needed to render with this material.

Returns whether or not this material is transparent.

Auto Trait Implementations

Blanket Implementations

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🔬 This is a nightly-only experimental API. (toowned_clone_into)

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