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sbx::models::material Struct Reference

Public Member Functions

 operator material_key () const
 

Public Attributes

math::color base_color {math::color::white()}
 
std::float_t metallic_factor {1.0f}
 
std::float_t roughness_factor {1.0f}
 
std::float_t occlusion_strength {1.0f}
 
std::float_t specular_factor {1.0f}
 
math::vector4 emissive_factor {0, 0, 0, 1}
 
std::float_t emissive_strength {1.0f}
 
alpha_mode alpha {alpha_mode::opaque}
 
std::float_t alpha_cutoff {0.9f}
 
bool is_double_sided {false}
 
texture_slot albedo {}
 
texture_slot normal {}
 
texture_slot metallic_roughness {}
 
texture_slot occlusion {}
 
texture_slot emissive {}
 
texture_slot height {}
 
std::float_t normal_scale {1.0f}
 
std::float_t height_offset {0.0f}
 
std::float_t height_scale {0.05f}
 
std::float_t parallax_min_layers {8.0f}
 
std::float_t parallax_max_layers {32.0f}
 
std::float_t sway_speed {0.0f}
 
std::float_t sway_strength {0.0f}
 
std::float_t sway_falloff_exponent {3.0f}
 
std::float_t scrumble_speed {0.0f}
 
std::float_t scrumble_strength {0.0f}
 
std::float_t scrumble_falloff_exponent {2.0f}
 
math::vector2 uv_scale {1.0f, 1.0f}
 
math::vector2 uv_offset {0.0f, 0.0f}
 
utility::bit_field< material_feature > features {material_feature::cast_shadow | material_feature::receive_shadow | material_feature::invert_backface_normals}
 
std::filesystem::path surface_shader {}
 
utility::bit_field< vertex_stream > required_streams {}
 

The documentation for this struct was generated from the following file: