pub struct VertexLitGenericMaterial {Show 26 fields
pub base_texture: Option<String>,
pub detail: Option<String>,
pub decal_texture: Option<String>,
pub color2: Vec3,
pub base_texture_transform: TextureTransform,
pub color: Vec3,
pub detail_scale: Vec2,
pub detail_blend_factor: f32,
pub detail_blend_mode: BlendMode,
pub model_material: Option<String>,
pub point_sample_mag_filter: bool,
pub seamless_scale: f32,
pub alpha: f32,
pub alpha_test: bool,
pub alpha_test_reference: f32,
pub distance_alpha: bool,
pub no_cull: bool,
pub translucent: bool,
pub bump_map: Option<String>,
pub light_wrap_texture: Option<String>,
pub self_illum: bool,
pub ss_bump: bool,
pub env_map: Option<String>,
pub phong: f32,
pub no_fog: bool,
pub ignore_z: bool,
}Fields§
§base_texture: Option<String>Defines an albedo texture.
detail: Option<String>Detail texturing.
decal_texture: Option<String>Use a 2nd UV channel for high-resolution decal support.
color2: Vec3Color tinting
base_texture_transform: TextureTransformTransforms the texture before use in the material. This does not affect lightmaps on the surface.
color: Vec3Independently scales the red, green and blue channels of an albedo.
detail_scale: Vec2Fits the detail texture onto the material the given number of times
detail_blend_factor: f32Controls the amount that the detail texture affects the base texture. The precise use of this depends on the blend factor; in most cases it acts similarly to $alpha. A value of 0 usually makes the detail texture have no effect, whilst a value of 1 applies the full effect.
detail_blend_mode: BlendModeHow to combine the detail material with the albedo.
model_material: Option<String>A separate VertexLitGeneric material to that will replace this one if the decal hits a model.
point_sample_mag_filter: boolDisables texture filtering.
seamless_scale: f32Mitigation for displacement texture stretching.
alpha: f32Scales the opacity of an entire material.
alpha_test: boolSpecifies a mask to use to determine binary opacity.
alpha_test_reference: f32Specifies a mask to use to determine binary opacity.
distance_alpha: boolVector-like edge filtering.
no_cull: boolDisables backface culling.
translucent: boolSpecifies that the material should be partially see-through.
bump_map: Option<String>Specifies a texture that will provide three-dimensional lighting information for a material.
light_wrap_texture: Option<String>Per-texel color modification via a warp texture.
self_illum: boolDetermines whether the surface is self-illuminated independent of environment lighting.
ss_bump: boolFlags the $bumpmap as being a self-shadowing bumpmap.
env_map: Option<String>Specular reflections.
phong: f32Diffuse reflections.
no_fog: boolPrevents fog from overdrawing a material.
ignore_z: boolIgnore z filtering
Trait Implementations§
Source§impl Clone for VertexLitGenericMaterial
impl Clone for VertexLitGenericMaterial
Source§fn clone(&self) -> VertexLitGenericMaterial
fn clone(&self) -> VertexLitGenericMaterial
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read more