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@@ -24638,6 +24638,16 @@ declare module "babylonjs/Materials/material" {
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*/
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static readonly MATERIAL_ALPHATESTANDBLEND: number;
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/**
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+ * The Whiteout method is used to blend normals.
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+ * Details of the algorithm can be found here: https://blog.selfshadow.com/publications/blending-in-detail/
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+ */
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+ static readonly MATERIAL_NORMALBLENDMETHOD_WHITEOUT: number;
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+ /**
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+ * The Reoriented Normal Mapping method is used to blend normals.
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+ * Details of the algorithm can be found here: https://blog.selfshadow.com/publications/blending-in-detail/
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+ */
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+ static readonly MATERIAL_NORMALBLENDMETHOD_RNM: number;
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+ /**
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* Custom callback helping to override the default shader used in the material.
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*/
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customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: MaterialDefines | string[], attributes?: string[], options?: ICustomShaderNameResolveOptions) => string;
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@@ -30064,6 +30074,12 @@ declare module "babylonjs/Materials/materialFlags" {
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*/
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static get DiffuseTextureEnabled(): boolean;
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static set DiffuseTextureEnabled(value: boolean);
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+ private static _DetailTextureEnabled;
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+ /**
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+ * Are detail textures enabled in the application.
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+ */
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+ static get DetailTextureEnabled(): boolean;
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+ static set DetailTextureEnabled(value: boolean);
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private static _AmbientTextureEnabled;
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/**
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* Are ambient textures enabled in the application.
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@@ -30367,6 +30383,150 @@ declare module "babylonjs/Shaders/default.vertex" {
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shader: string;
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};
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}
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+declare module "babylonjs/Materials/material.detailMapConfiguration" {
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+ import { Nullable } from "babylonjs/types";
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+ import { Scene } from "babylonjs/scene";
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+ import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
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+ import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
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+ import { IAnimatable } from "babylonjs/Animations/animatable.interface";
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+ /**
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+ * @hidden
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+ */
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+ export interface IMaterialDetailMapDefines {
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+ DETAIL: boolean;
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+ DETAILDIRECTUV: number;
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+ DETAIL_NORMALBLENDMETHOD: number;
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+ /** @hidden */
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+ _areTexturesDirty: boolean;
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+ }
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+ /**
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+ * Define the code related to the detail map parameters of a material
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+ *
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+ * Inspired from:
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+ * Unity: https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@9.0/manual/Mask-Map-and-Detail-Map.html and https://docs.unity3d.com/Manual/StandardShaderMaterialParameterDetail.html
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+ * Unreal: https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/HowTo/DetailTexturing/index.html
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+ * Cryengine: https://docs.cryengine.com/display/SDKDOC2/Detail+Maps
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+ */
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+ export class DetailMapConfiguration {
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+ private _texture;
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+ /**
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+ * The detail texture of the material.
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+ */
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+ texture: Nullable<BaseTexture>;
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+ /**
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+ * Defines how strongly the detail diffuse/albedo channel is blended with the regular diffuse/albedo texture
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+ * Bigger values mean stronger blending
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+ */
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+ diffuseBlendLevel: number;
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+ /**
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+ * Defines how strongly the detail roughness channel is blended with the regular roughness value
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+ * Bigger values mean stronger blending. Only used with PBR materials
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+ */
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+ roughnessBlendLevel: number;
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+ /**
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+ * Defines how strong the bump effect from the detail map is
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+ * Bigger values mean stronger effect
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+ */
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+ bumpLevel: number;
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+ private _normalBlendMethod;
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+ /**
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+ * The method used to blend the bump and detail normals together
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+ */
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+ normalBlendMethod: number;
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+ private _isEnabled;
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+ /**
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+ * Enable or disable the detail map on this material
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+ */
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+ isEnabled: boolean;
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+ /** @hidden */
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+ private _internalMarkAllSubMeshesAsTexturesDirty;
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+ /** @hidden */
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+ _markAllSubMeshesAsTexturesDirty(): void;
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+ /**
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+ * Instantiate a new detail map
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+ * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
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+ */
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+ constructor(markAllSubMeshesAsTexturesDirty: () => void);
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+ /**
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+ * Gets whether the submesh is ready to be used or not.
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+ * @param defines the list of "defines" to update.
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+ * @param scene defines the scene the material belongs to.
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+ * @returns - boolean indicating that the submesh is ready or not.
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+ */
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+ isReadyForSubMesh(defines: IMaterialDetailMapDefines, scene: Scene): boolean;
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+ /**
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+ * Update the defines for detail map usage
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+ * @param defines the list of "defines" to update.
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+ * @param scene defines the scene the material belongs to.
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+ */
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+ prepareDefines(defines: IMaterialDetailMapDefines, scene: Scene): void;
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+ /**
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+ * Binds the material data.
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+ * @param uniformBuffer defines the Uniform buffer to fill in.
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+ * @param scene defines the scene the material belongs to.
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+ * @param isFrozen defines whether the material is frozen or not.
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+ */
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+ bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
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+ /**
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+ * Checks to see if a texture is used in the material.
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+ * @param texture - Base texture to use.
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+ * @returns - Boolean specifying if a texture is used in the material.
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+ */
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+ hasTexture(texture: BaseTexture): boolean;
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+ /**
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+ * Returns an array of the actively used textures.
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+ * @param activeTextures Array of BaseTextures
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+ */
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+ getActiveTextures(activeTextures: BaseTexture[]): void;
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+ /**
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+ * Returns the animatable textures.
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+ * @param animatables Array of animatable textures.
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+ */
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+ getAnimatables(animatables: IAnimatable[]): void;
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+ /**
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+ * Disposes the resources of the material.
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+ * @param forceDisposeTextures - Forces the disposal of all textures.
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+ */
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+ dispose(forceDisposeTextures?: boolean): void;
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+ /**
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+ * Get the current class name useful for serialization or dynamic coding.
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+ * @returns "DetailMap"
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+ */
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+ getClassName(): string;
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+ /**
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+ * Add the required uniforms to the current list.
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+ * @param uniforms defines the current uniform list.
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+ */
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+ static AddUniforms(uniforms: string[]): void;
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+ /**
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+ * Add the required samplers to the current list.
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+ * @param samplers defines the current sampler list.
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+ */
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+ static AddSamplers(samplers: string[]): void;
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+ /**
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+ * Add the required uniforms to the current buffer.
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+ * @param uniformBuffer defines the current uniform buffer.
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+ */
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+ static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
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+ /**
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+ * Makes a duplicate of the current instance into another one.
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+ * @param detailMap define the instance where to copy the info
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+ */
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+ copyTo(detailMap: DetailMapConfiguration): void;
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+ /**
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+ * Serializes this detail map instance
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+ * @returns - An object with the serialized instance.
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+ */
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+ serialize(): any;
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+ /**
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+ * Parses a detail map setting from a serialized object.
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+ * @param source - Serialized object.
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+ * @param scene Defines the scene we are parsing for
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+ * @param rootUrl Defines the rootUrl to load from
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+ */
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+ parse(source: any, scene: Scene, rootUrl: string): void;
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+ }
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+}
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declare module "babylonjs/Materials/standardMaterial" {
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import { SmartArray } from "babylonjs/Misc/smartArray";
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import { IAnimatable } from "babylonjs/Animations/animatable.interface";
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@@ -30386,12 +30546,16 @@ declare module "babylonjs/Materials/standardMaterial" {
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import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
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import "babylonjs/Shaders/default.fragment";
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import "babylonjs/Shaders/default.vertex";
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+ import { IMaterialDetailMapDefines, DetailMapConfiguration } from "babylonjs/Materials/material.detailMapConfiguration";
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/** @hidden */
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- export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
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+ export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialDetailMapDefines {
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MAINUV1: boolean;
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MAINUV2: boolean;
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DIFFUSE: boolean;
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DIFFUSEDIRECTUV: number;
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+ DETAIL: boolean;
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+ DETAILDIRECTUV: number;
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+ DETAIL_NORMALBLENDMETHOD: number;
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AMBIENT: boolean;
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AMBIENTDIRECTUV: number;
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OPACITY: boolean;
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@@ -30817,6 +30981,10 @@ declare module "babylonjs/Materials/standardMaterial" {
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* corresponding to low luminance, medium luminance, and high luminance areas respectively.
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*/
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set cameraColorCurves(value: Nullable<ColorCurves>);
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+ /**
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+ * Defines the detail map parameters for the material.
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+ */
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+ readonly detailMap: DetailMapConfiguration;
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protected _renderTargets: SmartArray<RenderTargetTexture>;
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protected _worldViewProjectionMatrix: Matrix;
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protected _globalAmbientColor: Color3;
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@@ -30936,6 +31104,11 @@ declare module "babylonjs/Materials/standardMaterial" {
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static get DiffuseTextureEnabled(): boolean;
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static set DiffuseTextureEnabled(value: boolean);
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/**
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+ * Are detail textures enabled in the application.
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+ */
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+ static get DetailTextureEnabled(): boolean;
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+ static set DetailTextureEnabled(value: boolean);
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+ /**
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* Are ambient textures enabled in the application.
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*/
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static get AmbientTextureEnabled(): boolean;
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@@ -57215,11 +57388,12 @@ declare module "babylonjs/Materials/PBR/pbrBaseMaterial" {
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import "babylonjs/Materials/Textures/baseTexture.polynomial";
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import "babylonjs/Shaders/pbr.fragment";
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import "babylonjs/Shaders/pbr.vertex";
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+ import { IMaterialDetailMapDefines, DetailMapConfiguration } from "babylonjs/Materials/material.detailMapConfiguration";
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/**
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* Manages the defines for the PBR Material.
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* @hidden
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*/
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- export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
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+ export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines, IMaterialDetailMapDefines {
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PBR: boolean;
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NUM_SAMPLES: string;
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REALTIME_FILTERING: boolean;
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@@ -57231,6 +57405,9 @@ declare module "babylonjs/Materials/PBR/pbrBaseMaterial" {
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GAMMAALBEDO: boolean;
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ALBEDODIRECTUV: number;
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VERTEXCOLOR: boolean;
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+ DETAIL: boolean;
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+ DETAILDIRECTUV: number;
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+ DETAIL_NORMALBLENDMETHOD: number;
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AMBIENT: boolean;
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AMBIENTDIRECTUV: number;
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AMBIENTINGRAYSCALE: boolean;
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@@ -57795,6 +57972,10 @@ declare module "babylonjs/Materials/PBR/pbrBaseMaterial" {
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* Defines the SubSurface parameters for the material.
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*/
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readonly subSurface: PBRSubSurfaceConfiguration;
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+ /**
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+ * Defines the detail map parameters for the material.
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+ */
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+ readonly detailMap: DetailMapConfiguration;
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protected _rebuildInParallel: boolean;
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/**
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* Instantiates a new PBRMaterial instance.
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@@ -101318,6 +101499,16 @@ declare module BABYLON {
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*/
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static readonly MATERIAL_ALPHATESTANDBLEND: number;
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/**
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+ * The Whiteout method is used to blend normals.
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+ * Details of the algorithm can be found here: https://blog.selfshadow.com/publications/blending-in-detail/
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+ */
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+ static readonly MATERIAL_NORMALBLENDMETHOD_WHITEOUT: number;
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+ /**
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+ * The Reoriented Normal Mapping method is used to blend normals.
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+ * Details of the algorithm can be found here: https://blog.selfshadow.com/publications/blending-in-detail/
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+ */
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+ static readonly MATERIAL_NORMALBLENDMETHOD_RNM: number;
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+ /**
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* Custom callback helping to override the default shader used in the material.
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*/
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customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: MaterialDefines | string[], attributes?: string[], options?: ICustomShaderNameResolveOptions) => string;
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@@ -106626,6 +106817,12 @@ declare module BABYLON {
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*/
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static get DiffuseTextureEnabled(): boolean;
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static set DiffuseTextureEnabled(value: boolean);
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+ private static _DetailTextureEnabled;
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+ /**
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+ * Are detail textures enabled in the application.
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+ */
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+ static get DetailTextureEnabled(): boolean;
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+ static set DetailTextureEnabled(value: boolean);
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private static _AmbientTextureEnabled;
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/**
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* Are ambient textures enabled in the application.
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@@ -106886,12 +107083,154 @@ declare module BABYLON {
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};
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}
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declare module BABYLON {
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+ /**
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+ * @hidden
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+ */
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+ export interface IMaterialDetailMapDefines {
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+ DETAIL: boolean;
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+ DETAILDIRECTUV: number;
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+ DETAIL_NORMALBLENDMETHOD: number;
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+ /** @hidden */
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+ _areTexturesDirty: boolean;
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+ }
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+ /**
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+ * Define the code related to the detail map parameters of a material
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+ *
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+ * Inspired from:
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+ * Unity: https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@9.0/manual/Mask-Map-and-Detail-Map.html and https://docs.unity3d.com/Manual/StandardShaderMaterialParameterDetail.html
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+ * Unreal: https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/HowTo/DetailTexturing/index.html
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+ * Cryengine: https://docs.cryengine.com/display/SDKDOC2/Detail+Maps
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+ */
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+ export class DetailMapConfiguration {
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+ private _texture;
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+ /**
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+ * The detail texture of the material.
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+ */
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+ texture: Nullable<BaseTexture>;
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+ /**
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+ * Defines how strongly the detail diffuse/albedo channel is blended with the regular diffuse/albedo texture
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+ * Bigger values mean stronger blending
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|
+ */
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+ diffuseBlendLevel: number;
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+ /**
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+ * Defines how strongly the detail roughness channel is blended with the regular roughness value
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+ * Bigger values mean stronger blending. Only used with PBR materials
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+ */
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+ roughnessBlendLevel: number;
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+ /**
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+ * Defines how strong the bump effect from the detail map is
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+ * Bigger values mean stronger effect
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+ */
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+ bumpLevel: number;
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+ private _normalBlendMethod;
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+ /**
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+ * The method used to blend the bump and detail normals together
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+ */
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+ normalBlendMethod: number;
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+ private _isEnabled;
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+ /**
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+ * Enable or disable the detail map on this material
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+ */
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+ isEnabled: boolean;
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+ /** @hidden */
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+ private _internalMarkAllSubMeshesAsTexturesDirty;
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+ /** @hidden */
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+ _markAllSubMeshesAsTexturesDirty(): void;
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+ /**
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+ * Instantiate a new detail map
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+ * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
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+ */
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+ constructor(markAllSubMeshesAsTexturesDirty: () => void);
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+ /**
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+ * Gets whether the submesh is ready to be used or not.
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+ * @param defines the list of "defines" to update.
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+ * @param scene defines the scene the material belongs to.
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+ * @returns - boolean indicating that the submesh is ready or not.
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+ */
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+ isReadyForSubMesh(defines: IMaterialDetailMapDefines, scene: Scene): boolean;
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+ /**
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+ * Update the defines for detail map usage
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+ * @param defines the list of "defines" to update.
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+ * @param scene defines the scene the material belongs to.
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+ */
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+ prepareDefines(defines: IMaterialDetailMapDefines, scene: Scene): void;
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+ /**
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+ * Binds the material data.
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+ * @param uniformBuffer defines the Uniform buffer to fill in.
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+ * @param scene defines the scene the material belongs to.
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+ * @param isFrozen defines whether the material is frozen or not.
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+ */
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+ bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
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+ /**
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+ * Checks to see if a texture is used in the material.
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+ * @param texture - Base texture to use.
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+ * @returns - Boolean specifying if a texture is used in the material.
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+ */
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+ hasTexture(texture: BaseTexture): boolean;
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+ /**
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+ * Returns an array of the actively used textures.
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+ * @param activeTextures Array of BaseTextures
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+ */
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+ getActiveTextures(activeTextures: BaseTexture[]): void;
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+ /**
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+ * Returns the animatable textures.
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+ * @param animatables Array of animatable textures.
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+ */
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+ getAnimatables(animatables: IAnimatable[]): void;
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+ /**
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+ * Disposes the resources of the material.
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+ * @param forceDisposeTextures - Forces the disposal of all textures.
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+ */
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+ dispose(forceDisposeTextures?: boolean): void;
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+ /**
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+ * Get the current class name useful for serialization or dynamic coding.
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+ * @returns "DetailMap"
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+ */
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+ getClassName(): string;
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+ /**
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+ * Add the required uniforms to the current list.
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+ * @param uniforms defines the current uniform list.
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+ */
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+ static AddUniforms(uniforms: string[]): void;
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+ /**
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+ * Add the required samplers to the current list.
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+ * @param samplers defines the current sampler list.
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+ */
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+ static AddSamplers(samplers: string[]): void;
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+ /**
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+ * Add the required uniforms to the current buffer.
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+ * @param uniformBuffer defines the current uniform buffer.
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+ */
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+ static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
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+ /**
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+ * Makes a duplicate of the current instance into another one.
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+ * @param detailMap define the instance where to copy the info
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+ */
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+ copyTo(detailMap: DetailMapConfiguration): void;
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+ /**
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+ * Serializes this detail map instance
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+ * @returns - An object with the serialized instance.
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+ */
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+ serialize(): any;
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+ /**
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+ * Parses a detail map setting from a serialized object.
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+ * @param source - Serialized object.
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+ * @param scene Defines the scene we are parsing for
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+ * @param rootUrl Defines the rootUrl to load from
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+ */
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+ parse(source: any, scene: Scene, rootUrl: string): void;
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+ }
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+}
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+declare module BABYLON {
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/** @hidden */
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- export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
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+ export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialDetailMapDefines {
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MAINUV1: boolean;
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MAINUV2: boolean;
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DIFFUSE: boolean;
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DIFFUSEDIRECTUV: number;
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+ DETAIL: boolean;
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+ DETAILDIRECTUV: number;
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+ DETAIL_NORMALBLENDMETHOD: number;
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AMBIENT: boolean;
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AMBIENTDIRECTUV: number;
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OPACITY: boolean;
|
|
@@ -107317,6 +107656,10 @@ declare module BABYLON {
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* corresponding to low luminance, medium luminance, and high luminance areas respectively.
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*/
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set cameraColorCurves(value: Nullable<ColorCurves>);
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|
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+ /**
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|
|
+ * Defines the detail map parameters for the material.
|
|
|
+ */
|
|
|
+ readonly detailMap: DetailMapConfiguration;
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|
|
protected _renderTargets: SmartArray<RenderTargetTexture>;
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|
|
protected _worldViewProjectionMatrix: Matrix;
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|
|
protected _globalAmbientColor: Color3;
|
|
@@ -107436,6 +107779,11 @@ declare module BABYLON {
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|
|
static get DiffuseTextureEnabled(): boolean;
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|
|
static set DiffuseTextureEnabled(value: boolean);
|
|
|
/**
|
|
|
+ * Are detail textures enabled in the application.
|
|
|
+ */
|
|
|
+ static get DetailTextureEnabled(): boolean;
|
|
|
+ static set DetailTextureEnabled(value: boolean);
|
|
|
+ /**
|
|
|
* Are ambient textures enabled in the application.
|
|
|
*/
|
|
|
static get AmbientTextureEnabled(): boolean;
|
|
@@ -132307,7 +132655,7 @@ declare module BABYLON {
|
|
|
* Manages the defines for the PBR Material.
|
|
|
* @hidden
|
|
|
*/
|
|
|
- export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
|
|
|
+ export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines, IMaterialDetailMapDefines {
|
|
|
PBR: boolean;
|
|
|
NUM_SAMPLES: string;
|
|
|
REALTIME_FILTERING: boolean;
|
|
@@ -132319,6 +132667,9 @@ declare module BABYLON {
|
|
|
GAMMAALBEDO: boolean;
|
|
|
ALBEDODIRECTUV: number;
|
|
|
VERTEXCOLOR: boolean;
|
|
|
+ DETAIL: boolean;
|
|
|
+ DETAILDIRECTUV: number;
|
|
|
+ DETAIL_NORMALBLENDMETHOD: number;
|
|
|
AMBIENT: boolean;
|
|
|
AMBIENTDIRECTUV: number;
|
|
|
AMBIENTINGRAYSCALE: boolean;
|
|
@@ -132883,6 +133234,10 @@ declare module BABYLON {
|
|
|
* Defines the SubSurface parameters for the material.
|
|
|
*/
|
|
|
readonly subSurface: PBRSubSurfaceConfiguration;
|
|
|
+ /**
|
|
|
+ * Defines the detail map parameters for the material.
|
|
|
+ */
|
|
|
+ readonly detailMap: DetailMapConfiguration;
|
|
|
protected _rebuildInParallel: boolean;
|
|
|
/**
|
|
|
* Instantiates a new PBRMaterial instance.
|