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PhysicallyBasedMaterial Class |
PhysicallyBasedMaterial class defines a DXEngine's material that defines a material for Physically based rendering (PBR material).
Inheritance Hierarchy Namespace: Ab3d.DirectX.MaterialsAssembly: Ab3d.DXEngine (in Ab3d.DXEngine.dll) Version: 7.0.8865.1045
Syntax public class PhysicallyBasedMaterial : Material,
IPhysicallyBasedMaterial, IMultiMapMaterial, ITransparentMaterial, IEmissiveMaterial, ITwoSidedMaterial
The PhysicallyBasedMaterial type exposes the following members.
Constructors Properties | Name | Description |
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| AmbientOcclusionFactor |
Float value that defines a factor that is multiplied with the ambient occlusion texture (when specified).
Default value is 1 which does not change the values in the texture.
Default value is 1.
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| BaseColor |
Color4 used for diffuse colors in non-metals ("dielectrics") or specular color in metals.
When used with BaseColor texture, this color defines a color mask that is multiplied with each texture value.
When alpha component is less then 1, then other color components need to be pre-multiplied by the alpha value.
Default value is White.
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| BlendState |
Gets a BlendState that is used to render the base texture. If null a Opaque or a PremultipliedAdditiveBlend (in case of transparency) will be used.
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| EmissiveColor |
Gets or sets a Color3 that that represents the emissive color - the color of the object regardless of the lights.
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| HasOnlyEmissiveColor |
Gets a Boolean that specifies if this material has only emissive color. This property is not used in PhysicallyBasedMaterial and always returns false.
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| HasTransparency |
Gets a boolean that specifies if this material is semi-transparent and needs to be alpha blended with the scene.
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| IsTwoSided |
Gets or sets a Boolean that specifies if the material should be rendered on both front and back side. Default value is false.
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| Metalness |
Float value that specifies the amount of metalness - 0 for non-metal; 1 for raw metal.
When used with Metalness texture, this value defines a mask that is multiplied with each texture value.
Default value is 1.
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| Roughness |
Float value that defines surface irregularities - 0 for totally flat surface; 1 for rough surface without any reflection.
When used with Roughness texture, this value defines a mask that is multiplied with each texture value.
Default value is 1.
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| TextureMaps |
Gets a list of TextureMapInfo object that defines texture maps that should be rendered with this material.
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TopMethods | Name | Description |
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| HasTextureMap |
Returns true if this PhysicallyBasedMaterial defines the specified map type (has specified MapType in TextureMaps and it has a ShaderResourceView that is not null).
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| RemoveTextureMap |
Removes all TextureMapInfo structs with the specified mapType from the TextureMaps.
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| SetTextureMap(TextureMapTypes, ShaderResourceView, String) |
SetTextureMap updates existing TextureMapInfo (when TextureMapInfo with the same mapType was already added) or adds a new TextureMapInfo to the TextureMaps list.
To also set the SamplerState, you can use SetTextureMap(TextureMapTypes, ShaderResourceView, SamplerState, String) method.
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| SetTextureMap(TextureMapTypes, ShaderResourceView, SamplerState, String) |
SetTextureMap updates existing TextureMapInfo (when TextureMapInfo with the same mapType was already added) or adds a new TextureMapInfo to the TextureMaps list.
To preserve the existing SamplerState, you can use SetTextureMap(TextureMapTypes, ShaderResourceView, String) method.
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| ToString |
ToString
(Overrides MaterialToString) |
TopSee Also