Standard |
public class StandardMaterial : Material, IDiffuseMaterial, ITransparentMaterial, IDiffuseTextureMaterial, ISpecularMaterial, IEmissiveMaterial, ITwoSidedMaterial
The StandardMaterial type exposes the following members.
Name | Description | |
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StandardMaterial | Constructor | |
StandardMaterial(Color4) | StandardMaterial constructor with diffuse color and alpha specified in Color4 struct. | |
StandardMaterial(Color3, Single) | StandardMaterial constructor with a diffuse color and an alpha value (alpha is 1 when not specified) | |
StandardMaterial(ShaderResourceView, Boolean) | StandardMaterial constructor with diffuse texture specified with textureShaderResourceView |
Name | Description | |
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Alpha | Gets or sets a float value that defines the alpha value for the material. | |
AlphaClipThreshold | Pixels with alpha color values below this value will be clipped (not rendered and their depth will not be written to depth buffer). Expected values are between 0 and 1. When 0 (by default) then alpha clipping is disabled - this means that also pixels with alpha value 0 are fully processed (they are not visible but its depth value is still written so objects that are rendered afterwards and are behind the pixel will not be visible). | |
AmbientColor | Gets or sets a Color3 that specifies an color that defines how much ambient color is reflected by this material. | |
DiffuseColor | Gets or sets a Color3 that specifies the diffuse color of this material. | |
DiffuseTextures | Gets or sets an array of ShaderResourceView objects that define the textures. Note: setting ShaderResourceView objects to StandardMaterial does not increase reference count on the ShaderResourceView objects. This means that you should not dispose ShaderResourceView objects after they are set to this StandardMaterial. | |
EmissiveColor | Gets or sets a Color3 that that represents the emissive color - the color of the object regardless of the lights. | |
HasOnlyEmissiveColor | Gets or sets a Boolean that specifies if this material has only emissive color. If false than other material properties are also defined. | |
HasSpecularColor | Gets a boolean that specifies if this material is using specular effect. | |
HasTransparency | Gets or sets a boolean that specifies if this material is semi-transparent and needs to be alpha blended with the scene. | |
IsPreMultipliedAlphaColor | When IsPreMultipliedAlphaColor is true (false by default) and Alpha is less then 1, then the color components of the DiffuseColor are already multiplied with alpha value to produce pre-multiplied colors. When false, then non-pre-multiplied color is converted in pre-multiplied color when this is required by the shader. | |
IsTwoSided | Gets or sets a Boolean that specifies if the material should be rendered on both front and back side. Default value is false. | |
SamplerStates | Gets or sets an array of SamplerState objects that define the state of the samplers. Note: setting SamplerStates objects to StandardMaterial does not increase reference count on the SamplerStates objects. This means that you should not dispose SamplerStates objects after they are set to this StandardMaterial. | |
SpecularColor | Gets or sets the Color3 that specifies the color used to draw the specular highlight effect. | |
SpecularPower | Gets or sets a float that specifies the power of the specular effect. Zero values means that the specular effect is turned off. | |
TextureBlendState | Gets a BlendState that is used to render the texture. If null a CommonStates.Opaque will be used. | |
TextureResourceName | Gets or sets a string that can be used to specify the name of the texture - this can be a file name of the texture file. |
Name | Description | |
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ToString |
ToString
(Overrides MaterialToString) |