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@@ -37267,6 +37267,14 @@ var BABYLON;
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*/
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_this.useAlphaFromAlbedoTexture = false;
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/**
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+ * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
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+ */
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+ _this.forceAlphaTest = false;
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+ /**
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+ * Defines the alpha limits in alpha test mode.
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+ */
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+ _this.alphaCutOff = 0.4;
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+ /**
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* Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
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* A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
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*/
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@@ -37767,6 +37775,14 @@ var BABYLON;
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__decorate([
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BABYLON.serialize(),
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BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
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+ ], PBRMaterial.prototype, "forceAlphaTest", void 0);
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+ __decorate([
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+ BABYLON.serialize(),
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+ BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
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+ ], PBRMaterial.prototype, "alphaCutOff", void 0);
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+ __decorate([
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+ BABYLON.serialize(),
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+ BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
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], PBRMaterial.prototype, "useSpecularOverAlpha", void 0);
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__decorate([
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BABYLON.serialize(),
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