pub struct CpuMaterial {
Show 15 fields pub name: String, pub albedo: Color, pub albedo_texture: Option<CpuTexture>, pub metallic: f32, pub roughness: f32, pub occlusion_metallic_roughness_texture: Option<CpuTexture>, pub metallic_roughness_texture: Option<CpuTexture>, pub occlusion_strength: f32, pub occlusion_texture: Option<CpuTexture>, pub normal_scale: f32, pub normal_texture: Option<CpuTexture>, pub emissive: Color, pub emissive_texture: Option<CpuTexture>, pub alpha_cutout: Option<f32>, pub lighting_model: LightingModel,
}
Expand description

A CPU-side version of a material. Can be constructed manually or loaded via io.

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<CpuTexture>

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 material is.

roughness: f32

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

occlusion_metallic_roughness_texture: Option<CpuTexture>

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<CpuTexture>

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. 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<CpuTexture>

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<CpuTexture>

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

emissive: Color

Color of light shining from an object.

emissive_texture: Option<CpuTexture>

Texture with color of light shining from an object.

alpha_cutout: Option<f32>

Alpha cutout value for transparency in deferred rendering pipeline.

lighting_model: LightingModel

The lighting model used when rendering this material

Trait Implementations

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