Engine API Reference - v2.6.1
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    Class LitShaderOptions

    The lit shader options determines how the lit-shader gets generated. It specifies a set of parameters which triggers different fragment and vertex shader generation in the backend.

    Index

    Properties

    alphaTest: boolean = false

    Enable alpha testing. See Material#alphaTest.

    alphaToCoverage: boolean = false

    Enable alpha to coverage. See Material#alphaToCoverage.

    ambientSH: boolean = false

    If ambient spherical harmonics are used. Ambient SH replace prefiltered cubemap ambient on certain platforms (mostly Android) for performance reasons.

    ambientSource: string = 'constant'

    One of "ambientSH", "envAtlas", "constant".

    blendType: number = BLEND_NONE

    The value of Material#blendType.

    chunks: {} = {}

    Object containing custom shader chunks that will replace default ones.

    cubeMapProjection: number = 0
    customFragmentShader: string = null

    Replaced the whole fragment shader with this string.

    fog: string = FOG_NONE

    The type of fog being applied in the shader. See Scene#fog for the list of possible values.

    fresnelModel: number = 0
    gamma: number = GAMMA_NONE

    The type of gamma correction being applied in the shader. See CameraComponent#gammaCorrection for the list of possible values.

    linearDepth: boolean = false

    Make vLinearDepth available in the shader.

    occludeDirect: boolean = false
    occludeSpecular: number = 0
    occludeSpecularFloat: boolean = false

    Defines if StandardMaterial#occludeSpecularIntensity constant should affect specular occlusion.

    opacityDither: string = DITHER_NONE

    Enable opacity dithering. See StandardMaterial#opacityDither.

    opacityFadesSpecular: boolean = false

    Enable specular fade. See StandardMaterial#opacityFadesSpecular.

    opacityShadowDither: string = DITHER_NONE

    Enable opacity shadow dithering. See StandardMaterial#opacityShadowDither.

    reflectionSource: string = REFLECTIONSRC_NONE

    One of REFLECTIONSRC_*** constants.

    shadowCatcher: boolean = false

    Shader outputs the accumulated shadow value, used for shadow catcher materials.

    skyboxIntensity: number = 1.0

    Skybox intensity factor.

    ssao: boolean = false

    Apply SSAO during the lighting.

    toneMap: number = -1

    The type of tone mapping being applied in the shader. See CameraComponent#toneMapping for the list of possible values.

    twoSidedLighting: boolean = false
    useCubeMapRotation: boolean = false

    If cube map rotation is enabled.

    useInstancing: boolean = false

    If hardware instancing compatible shader should be generated. Transform is read from per-instance VertexBuffer instead of shader's uniforms.

    useMetalness: boolean = false
    useMorphNormal: boolean = false

    If morphing code should be generated to morph normals.

    useMorphPosition: boolean = false

    If morphing code should be generated to morph positions.

    userAttributes: {} = {}

    Object containing a map of user defined vertex attributes to attached shader semantics.

    useRefraction: boolean = false

    If refraction is used.

    useSpecular: boolean = false

    If any specular or reflections are needed at all.