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@@ -45,7 +45,7 @@
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* This impacts both the direct diffuse and specular highlights.
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*/
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@serialize()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public directIntensity: number = 1.0;
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/**
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@@ -53,7 +53,7 @@
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* This helps controlling the emissive effect without modifying the emissive color.
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*/
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@serialize()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public emissiveIntensity: number = 1.0;
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/**
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@@ -61,7 +61,7 @@
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* either through harmonics for rough material or through the refelction for shiny ones.
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*/
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@serialize()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public environmentIntensity: number = 1.0;
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/**
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@@ -69,14 +69,14 @@
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* four lights of the scene. Those highlights may not be needed in full environment lighting.
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*/
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@serialize()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public specularIntensity: number = 1.0;
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/**
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* Debug Control allowing disabling the bump map on this material.
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*/
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@serialize()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public disableBumpMap: boolean = false;
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/**
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@@ -85,7 +85,7 @@
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* This corresponds to a photographic exposure.
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*/
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@serialize()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public cameraExposure: number = 1.0;
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/**
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@@ -93,7 +93,7 @@
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* This property is here and not in the camera to allow controlling contrast without full screen post process.
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*/
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@serialize()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public cameraContrast: number = 1.0;
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/**
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@@ -101,7 +101,7 @@
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* This allows special effects like sepia, black and white to sixties rendering style.
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*/
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@serializeAsTexture()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public cameraColorGradingTexture: BaseTexture = null;
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/**
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@@ -111,54 +111,54 @@
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* corresponding to low luminance, medium luminance, and high luminance areas respectively.
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*/
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@serializeAsColorCurves()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public cameraColorCurves: ColorCurves = null;
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/**
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* AKA Diffuse Texture in standard nomenclature.
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*/
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@serializeAsTexture()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public albedoTexture: BaseTexture;
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/**
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* AKA Occlusion Texture in other nomenclature.
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*/
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@serializeAsTexture()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public ambientTexture: BaseTexture;
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/**
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* AKA Occlusion Texture Intensity in other nomenclature.
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*/
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@serialize()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public ambientTextureStrength: number = 1.0;
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@serializeAsTexture()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public opacityTexture: BaseTexture;
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@serializeAsTexture()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public reflectionTexture: BaseTexture;
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@serializeAsTexture()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public emissiveTexture: BaseTexture;
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/**
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* AKA Specular texture in other nomenclature.
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*/
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@serializeAsTexture()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public reflectivityTexture: BaseTexture;
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/**
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* Used to switch from specular/glossiness to metallic/roughness workflow.
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*/
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@serializeAsTexture()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public metallicTexture: BaseTexture;
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/**
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@@ -166,7 +166,7 @@
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* Can also be used to scale the metalness values of the metallic texture.
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*/
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@serialize()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public metallic: number;
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/**
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@@ -174,7 +174,7 @@
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* Can also be used to scale the roughness values of the metallic texture.
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*/
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@serialize()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public roughness: number;
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/**
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@@ -182,74 +182,74 @@
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* Gray Scale represents roughness in metallic mode and glossiness in specular mode.
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*/
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@serializeAsTexture()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public microSurfaceTexture: BaseTexture;
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@serializeAsTexture()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public bumpTexture: BaseTexture;
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@serializeAsTexture()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
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public lightmapTexture: BaseTexture;
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@serializeAsTexture()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public refractionTexture: BaseTexture;
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@serializeAsColor3("ambient")
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public ambientColor = new Color3(0, 0, 0);
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/**
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* AKA Diffuse Color in other nomenclature.
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*/
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@serializeAsColor3("albedo")
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public albedoColor = new Color3(1, 1, 1);
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/**
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* AKA Specular Color in other nomenclature.
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*/
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@serializeAsColor3("reflectivity")
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public reflectivityColor = new Color3(1, 1, 1);
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@serializeAsColor3("reflection")
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public reflectionColor = new Color3(0.0, 0.0, 0.0);
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@serializeAsColor3("emissive")
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public emissiveColor = new Color3(0, 0, 0);
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/**
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* AKA Glossiness in other nomenclature.
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*/
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@serialize()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public microSurface = 0.9;
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/**
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* source material index of refraction (IOR)' / 'destination material IOR.
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*/
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@serialize()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public indexOfRefraction = 0.66;
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/**
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* Controls if refraction needs to be inverted on Y. This could be usefull for procedural texture.
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*/
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@serialize()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public invertRefractionY = false;
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@serializeAsFresnelParameters()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public opacityFresnelParameters: FresnelParameters;
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@serializeAsFresnelParameters()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public emissiveFresnelParameters: FresnelParameters;
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/**
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@@ -257,11 +257,11 @@
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* Materials half opaque for instance using refraction could benefit from this control.
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*/
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@serialize()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public linkRefractionWithTransparency = false;
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@serialize()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public useLightmapAsShadowmap = false;
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/**
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@@ -269,14 +269,14 @@
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* A light for instance can be thought as emissive.
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*/
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@serialize()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public useEmissiveAsIllumination = false;
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/**
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* Secifies that the alpha is coming form the albedo channel alpha channel.
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*/
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@serialize()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public useAlphaFromAlbedoTexture = false;
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/**
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@@ -284,49 +284,49 @@
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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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@serialize()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public useSpecularOverAlpha = true;
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/**
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* Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
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*/
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@serialize()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public useMicroSurfaceFromReflectivityMapAlpha = false;
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/**
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* Specifies if the metallic texture contains the roughness information in its alpha channel.
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*/
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@serialize()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public useRoughnessFromMetallicTextureAlpha = true;
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/**
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* Specifies if the metallic texture contains the roughness information in its green channel.
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*/
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@serialize()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public useRoughnessFromMetallicTextureGreen = false;
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/**
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* Specifies if the metallic texture contains the metallness information in its blue channel.
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*/
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@serialize()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public useMetallnessFromMetallicTextureBlue = false;
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/**
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* Specifies if the metallic texture contains the ambient occlusion information in its red channel.
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*/
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@serialize()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public useAmbientOcclusionFromMetallicTextureRed = false;
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/**
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* Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
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*/
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@serialize()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public useAmbientInGrayScale = false;
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/**
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@@ -334,7 +334,7 @@
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* The material will try to infer what glossiness each pixel should be.
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*/
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@serialize()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public useAutoMicroSurfaceFromReflectivityMap = false;
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/**
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@@ -342,7 +342,7 @@
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* the creation of the material.
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*/
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@serialize()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public useScalarInLinearSpace = false;
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/**
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@@ -351,7 +351,7 @@
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* This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
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*/
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@serialize()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public usePhysicalLightFalloff = true;
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/**
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@@ -359,63 +359,63 @@
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* A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
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*/
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@serialize()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public useRadianceOverAlpha = true;
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/**
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* Allows using the bump map in parallax mode.
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*/
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@serialize()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public useParallax = false;
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/**
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* Allows using the bump map in parallax occlusion mode.
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*/
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@serialize()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public useParallaxOcclusion = false;
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/**
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* Controls the scale bias of the parallax mode.
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*/
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@serialize()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public parallaxScaleBias = 0.05;
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/**
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* If sets to true, disables all the lights affecting the material.
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*/
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@serialize()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsLightsDirty")
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public disableLighting = false;
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/**
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* Number of Simultaneous lights allowed on the material.
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*/
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@serialize()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsLightsDirty")
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public maxSimultaneousLights = 4;
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/**
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* If sets to true, x component of normal map value will invert (x = 1.0 - x).
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*/
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@serialize()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public invertNormalMapX = false;
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/**
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* If sets to true, y component of normal map value will invert (y = 1.0 - y).
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*/
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@serialize()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public invertNormalMapY = false;
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/**
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* If sets to true and backfaceCulling is false, normals will be flipped on the backside.
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*/
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@serialize()
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- @expandToProperty(null)
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+ @expandToProperty("_markAllSubMeshesAsTexturesDirty")
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public twoSidedLighting = false;
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/**
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