pub struct Material {
pub albedo: Vector4,
pub roughness: f64,
pub reflectance: f64,
pub ambient_ratio: f64,
pub background_ratio: f64,
pub alpha_blend: bool,
}Expand description
Material information.
Each instance is rendered based on the microfacet theory.
Fields§
§albedo: Vector4albedo, base color, [0, 1]-normalized rgba. Default is Vector4::new(1.0, 1.0, 1.0, 1.0).
Transparent by alpha is not yet supported in the current standard shader.
roughness: f64roughness of the surface: [0, 1]. Default is 0.5.
reflectance: f64ratio of specular: [0, 1]. Default is 0.25.
ambient_ratio: f64ratio of ambient: [0, 1]. Default is 0.02.
background_ratio: f64ratio of blending background color: [0, 1]. Default is 0.0.
alpha_blend: boolalpha blend flag
Implementations§
Source§impl Material
impl Material
Sourcepub fn buffer(&self, device: &Device) -> BufferHandler
pub fn buffer(&self, device: &Device) -> BufferHandler
Creates a UNIFORM buffer of material.
The bind group provided by the instances holds this uniform buffer.
§Shader Examples
layout(set = 1, binding = 1) uniform Material {
vec4 albedo;
float roughness;
float reflectance;
float ambient_ratio;
};Trait Implementations§
impl Copy for Material
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impl Freeze for Material
impl RefUnwindSafe for Material
impl Send for Material
impl Sync for Material
impl Unpin for Material
impl UnwindSafe for Material
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