@babylonjs/core 6.2.0 → 6.3.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Culling/ray.d.ts +1 -1
- package/Culling/ray.js +1 -1
- package/Culling/ray.js.map +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.js +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
- package/Engines/thinEngine.js +21 -4
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +1 -6
- package/Engines/webgpuEngine.js.map +1 -1
- package/Gizmos/gizmo.js +1 -0
- package/Gizmos/gizmo.js.map +1 -1
- package/Materials/Node/Blocks/Dual/textureBlock.d.ts +6 -0
- package/Materials/Node/Blocks/Dual/textureBlock.js +16 -3
- package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/refractionBlock.js +2 -2
- package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
- package/Materials/Node/Blocks/triPlanarBlock.d.ts +4 -0
- package/Materials/Node/Blocks/triPlanarBlock.js +44 -6
- package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.js +11 -2
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/PBR/pbrMaterial.d.ts +2 -1
- package/Materials/PBR/pbrMaterial.js +3 -2
- package/Materials/PBR/pbrMaterial.js.map +1 -1
- package/Materials/PBR/pbrSubSurfaceConfiguration.js +2 -2
- package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
- package/Materials/Textures/baseTexture.d.ts +6 -0
- package/Materials/Textures/baseTexture.js +8 -0
- package/Materials/Textures/baseTexture.js.map +1 -1
- package/Materials/Textures/cubeTexture.d.ts +7 -0
- package/Materials/Textures/cubeTexture.js +25 -2
- package/Materials/Textures/cubeTexture.js.map +1 -1
- package/Materials/Textures/htmlElementTexture.d.ts +1 -0
- package/Materials/Textures/htmlElementTexture.js +1 -0
- package/Materials/Textures/htmlElementTexture.js.map +1 -1
- package/Materials/Textures/texture.js +1 -1
- package/Materials/Textures/texture.js.map +1 -1
- package/Materials/Textures/videoTexture.js +16 -8
- package/Materials/Textures/videoTexture.js.map +1 -1
- package/Materials/standardMaterial.d.ts +2 -1
- package/Materials/standardMaterial.js +3 -2
- package/Materials/standardMaterial.js.map +1 -1
- package/Meshes/abstractMesh.d.ts +1 -1
- package/Meshes/abstractMesh.js +1 -1
- package/Meshes/abstractMesh.js.map +1 -1
- package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.d.ts +4 -0
- package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js +19 -4
- package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js.map +1 -1
- package/Misc/decorators.d.ts +5 -1
- package/Misc/decorators.js +12 -4
- package/Misc/decorators.js.map +1 -1
- package/Misc/dumpTools.js +2 -1
- package/Misc/dumpTools.js.map +1 -1
- package/Misc/environmentTextureTools.js +9 -1
- package/Misc/environmentTextureTools.js.map +1 -1
- package/Misc/error.d.ts +1 -1
- package/Misc/error.js.map +1 -1
- package/Misc/tools.d.ts +6 -6
- package/Misc/tools.js +17 -14
- package/Misc/tools.js.map +1 -1
- package/Physics/physicsRaycastResult.js +6 -6
- package/Physics/physicsRaycastResult.js.map +1 -1
- package/Physics/v2/IPhysicsEnginePlugin.d.ts +2 -0
- package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
- package/Physics/v2/Plugins/havokPlugin.d.ts +16 -1
- package/Physics/v2/Plugins/havokPlugin.js +43 -3
- package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
- package/Physics/v2/physicsAggregate.d.ts +0 -50
- package/Physics/v2/physicsAggregate.js +3 -2
- package/Physics/v2/physicsAggregate.js.map +1 -1
- package/Physics/v2/physicsBody.d.ts +12 -0
- package/Physics/v2/physicsBody.js +17 -1
- package/Physics/v2/physicsBody.js.map +1 -1
- package/Shaders/screenSpaceReflection2.fragment.js +1 -1
- package/Shaders/screenSpaceReflection2.fragment.js.map +1 -1
- package/assetContainer.d.ts +2 -3
- package/assetContainer.js +13 -4
- package/assetContainer.js.map +1 -1
- package/node.d.ts +8 -0
- package/node.js +23 -1
- package/node.js.map +1 -1
- package/package.json +1 -1
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@@ -458,8 +458,9 @@ export declare class PBRMaterial extends PBRBaseMaterial {
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/**
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* Makes a duplicate of the current material.
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* @param name - name to use for the new material.
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+
* @param cloneTexturesOnlyOnce - if a texture is used in more than one channel (e.g diffuse and opacity), only clone it once and reuse it on the other channels. Default false.
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*/
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-
clone(name: string): PBRMaterial;
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+
clone(name: string, cloneTexturesOnlyOnce?: boolean): PBRMaterial;
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/**
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* Serializes this PBR Material.
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* @returns - An object with the serialized material.
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@@ -461,9 +461,10 @@ export class PBRMaterial extends PBRBaseMaterial {
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/**
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* Makes a duplicate of the current material.
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* @param name - name to use for the new material.
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* @param cloneTexturesOnlyOnce - if a texture is used in more than one channel (e.g diffuse and opacity), only clone it once and reuse it on the other channels. Default false.
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*/
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clone(name) {
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const clone = SerializationHelper.Clone(() => new PBRMaterial(name, this.getScene()), this);
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clone(name, cloneTexturesOnlyOnce = true) {
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const clone = SerializationHelper.Clone(() => new PBRMaterial(name, this.getScene()), this, { cloneTexturesOnlyOnce });
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clone.id = name;
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clone.name = name;
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this.stencil.copyTo(clone.stencil);
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@@ -1 +1 @@
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1
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-
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{ serialize, SerializationHelper, serializeAsColor3, expandToProperty, serializeAsTexture } from \"../../Misc/decorators\";\r\nimport { GetEnvironmentBRDFTexture } from \"../../Misc/brdfTextureTools\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\nimport type { ImageProcessingConfiguration } from \"../../Materials/imageProcessingConfiguration\";\r\nimport type { ColorCurves } from \"../../Materials/colorCurves\";\r\nimport type { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { PBRBaseMaterial } from \"./pbrBaseMaterial\";\r\nimport { RegisterClass } from \"../../Misc/typeStore\";\r\n\r\n/**\r\n * The Physically based material of BJS.\r\n *\r\n * This offers the main features of a standard PBR material.\r\n * For more information, please refer to the documentation :\r\n * https://doc.babylonjs.com/features/featuresDeepDive/materials/using/introToPBR\r\n */\r\nexport class PBRMaterial extends PBRBaseMaterial {\r\n /**\r\n * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.\r\n */\r\n public static readonly PBRMATERIAL_OPAQUE = PBRBaseMaterial.PBRMATERIAL_OPAQUE;\r\n\r\n /**\r\n * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.\r\n */\r\n public static readonly PBRMATERIAL_ALPHATEST = PBRBaseMaterial.PBRMATERIAL_ALPHATEST;\r\n\r\n /**\r\n * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.\r\n */\r\n public static readonly PBRMATERIAL_ALPHABLEND = PBRBaseMaterial.PBRMATERIAL_ALPHABLEND;\r\n\r\n /**\r\n * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.\r\n * They are also discarded below the alpha cutoff threshold to improve performances.\r\n */\r\n public static readonly PBRMATERIAL_ALPHATESTANDBLEND = PBRBaseMaterial.PBRMATERIAL_ALPHATESTANDBLEND;\r\n\r\n /**\r\n * Defines the default value of how much AO map is occluding the analytical lights\r\n * (point spot...).\r\n */\r\n public static DEFAULT_AO_ON_ANALYTICAL_LIGHTS = PBRBaseMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;\r\n\r\n /**\r\n * Intensity of the direct lights e.g. the four lights available in your scene.\r\n * This impacts both the direct diffuse and specular highlights.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public directIntensity: number = 1.0;\r\n\r\n /**\r\n * Intensity of the emissive part of the material.\r\n * This helps controlling the emissive effect without modifying the emissive color.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public emissiveIntensity: number = 1.0;\r\n\r\n /**\r\n * Intensity of the environment e.g. how much the environment will light the object\r\n * either through harmonics for rough material or through the reflection for shiny ones.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public environmentIntensity: number = 1.0;\r\n\r\n /**\r\n * This is a special control allowing the reduction of the specular highlights coming from the\r\n * four lights of the scene. Those highlights may not be needed in full environment lighting.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public specularIntensity: number = 1.0;\r\n\r\n /**\r\n * Debug Control allowing disabling the bump map on this material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public disableBumpMap: boolean = false;\r\n\r\n /**\r\n * AKA Diffuse Texture in standard nomenclature.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public albedoTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * AKA Occlusion Texture in other nomenclature.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public ambientTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * AKA Occlusion Texture Intensity in other nomenclature.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public ambientTextureStrength: number = 1.0;\r\n\r\n /**\r\n * Defines how much the AO map is occluding the analytical lights (point spot...).\r\n * 1 means it completely occludes it\r\n * 0 mean it has no impact\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public ambientTextureImpactOnAnalyticalLights: number = PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;\r\n\r\n /**\r\n * Stores the alpha values in a texture. Use luminance if texture.getAlphaFromRGB is true.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesAndMiscDirty\")\r\n public opacityTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Stores the reflection values in a texture.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectionTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Stores the emissive values in a texture.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public emissiveTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * AKA Specular texture in other nomenclature.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectivityTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Used to switch from specular/glossiness to metallic/roughness workflow.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public metallicTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Specifies the metallic scalar of the metallic/roughness workflow.\r\n * Can also be used to scale the metalness values of the metallic texture.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public metallic: Nullable<number>;\r\n\r\n /**\r\n * Specifies the roughness scalar of the metallic/roughness workflow.\r\n * Can also be used to scale the roughness values of the metallic texture.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public roughness: Nullable<number>;\r\n\r\n /**\r\n * In metallic workflow, specifies an F0 factor to help configuring the material F0.\r\n * By default the indexOfrefraction is used to compute F0;\r\n *\r\n * This is used as a factor against the default reflectance at normal incidence to tweak it.\r\n *\r\n * F0 = defaultF0 * metallicF0Factor * metallicReflectanceColor;\r\n * F90 = metallicReflectanceColor;\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public metallicF0Factor = 1;\r\n\r\n /**\r\n * In metallic workflow, specifies an F90 color to help configuring the material F90.\r\n * By default the F90 is always 1;\r\n *\r\n * Please note that this factor is also used as a factor against the default reflectance at normal incidence.\r\n *\r\n * F0 = defaultF0 * metallicF0Factor * metallicReflectanceColor\r\n * F90 = metallicReflectanceColor;\r\n */\r\n @serializeAsColor3()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public metallicReflectanceColor = Color3.White();\r\n\r\n /**\r\n * Specifies that only the A channel from metallicReflectanceTexture should be used.\r\n * If false, both RGB and A channels will be used\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useOnlyMetallicFromMetallicReflectanceTexture = false;\r\n\r\n /**\r\n * Defines to store metallicReflectanceColor in RGB and metallicF0Factor in A\r\n * This is multiplied against the scalar values defined in the material.\r\n * If useOnlyMetallicFromMetallicReflectanceTexture is true, don't use the RGB channels, only A\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public metallicReflectanceTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Defines to store reflectanceColor in RGB\r\n * This is multiplied against the scalar values defined in the material.\r\n * If both reflectanceTexture and metallicReflectanceTexture textures are provided and useOnlyMetallicFromMetallicReflectanceTexture\r\n * is false, metallicReflectanceTexture takes priority and reflectanceTexture is not used\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectanceTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.\r\n * Gray Scale represents roughness in metallic mode and glossiness in specular mode.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public microSurfaceTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Stores surface normal data used to displace a mesh in a texture.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public bumpTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Stores the pre-calculated light information of a mesh in a texture.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\", null)\r\n public lightmapTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Stores the refracted light information in a texture.\r\n */\r\n public get refractionTexture(): Nullable<BaseTexture> {\r\n return this.subSurface.refractionTexture;\r\n }\r\n public set refractionTexture(value: Nullable<BaseTexture>) {\r\n this.subSurface.refractionTexture = value;\r\n if (value) {\r\n this.subSurface.isRefractionEnabled = true;\r\n } else if (!this.subSurface.linkRefractionWithTransparency) {\r\n this.subSurface.isRefractionEnabled = false;\r\n }\r\n }\r\n\r\n /**\r\n * The color of a material in ambient lighting.\r\n */\r\n @serializeAsColor3(\"ambient\")\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public ambientColor = new Color3(0, 0, 0);\r\n\r\n /**\r\n * AKA Diffuse Color in other nomenclature.\r\n */\r\n @serializeAsColor3(\"albedo\")\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public albedoColor = new Color3(1, 1, 1);\r\n\r\n /**\r\n * AKA Specular Color in other nomenclature.\r\n */\r\n @serializeAsColor3(\"reflectivity\")\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectivityColor = new Color3(1, 1, 1);\r\n\r\n /**\r\n * The color reflected from the material.\r\n */\r\n @serializeAsColor3(\"reflection\")\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectionColor = new Color3(1.0, 1.0, 1.0);\r\n\r\n /**\r\n * The color emitted from the material.\r\n */\r\n @serializeAsColor3(\"emissive\")\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public emissiveColor = new Color3(0, 0, 0);\r\n\r\n /**\r\n * AKA Glossiness in other nomenclature.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public microSurface = 1.0;\r\n\r\n /**\r\n * Index of refraction of the material base layer.\r\n * https://en.wikipedia.org/wiki/List_of_refractive_indices\r\n *\r\n * This does not only impact refraction but also the Base F0 of Dielectric Materials.\r\n *\r\n * From dielectric fresnel rules: F0 = square((iorT - iorI) / (iorT + iorI))\r\n */\r\n public get indexOfRefraction(): number {\r\n return this.subSurface.indexOfRefraction;\r\n }\r\n public set indexOfRefraction(value: number) {\r\n this.subSurface.indexOfRefraction = value;\r\n }\r\n\r\n /**\r\n * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.\r\n */\r\n public get invertRefractionY(): boolean {\r\n return this.subSurface.invertRefractionY;\r\n }\r\n public set invertRefractionY(value: boolean) {\r\n this.subSurface.invertRefractionY = value;\r\n }\r\n\r\n /**\r\n * This parameters will make the material used its opacity to control how much it is refracting against not.\r\n * Materials half opaque for instance using refraction could benefit from this control.\r\n */\r\n public get linkRefractionWithTransparency(): boolean {\r\n return this.subSurface.linkRefractionWithTransparency;\r\n }\r\n public set linkRefractionWithTransparency(value: boolean) {\r\n this.subSurface.linkRefractionWithTransparency = value;\r\n if (value) {\r\n this.subSurface.isRefractionEnabled = true;\r\n }\r\n }\r\n\r\n /**\r\n * If true, the light map contains occlusion information instead of lighting info.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useLightmapAsShadowmap = false;\r\n\r\n /**\r\n * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesAndMiscDirty\")\r\n public useAlphaFromAlbedoTexture = false;\r\n\r\n /**\r\n * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesAndMiscDirty\")\r\n public forceAlphaTest = false;\r\n\r\n /**\r\n * Defines the alpha limits in alpha test mode.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesAndMiscDirty\")\r\n public alphaCutOff = 0.4;\r\n\r\n /**\r\n * Specifies that the material will keep the specular highlights over a transparent surface (only the most luminous ones).\r\n * A car glass is a good example of that. When sun reflects on it you can not see what is behind.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useSpecularOverAlpha = true;\r\n\r\n /**\r\n * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useMicroSurfaceFromReflectivityMapAlpha = false;\r\n\r\n /**\r\n * Specifies if the metallic texture contains the roughness information in its alpha channel.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useRoughnessFromMetallicTextureAlpha = true;\r\n\r\n /**\r\n * Specifies if the metallic texture contains the roughness information in its green channel.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useRoughnessFromMetallicTextureGreen = false;\r\n\r\n /**\r\n * Specifies if the metallic texture contains the metallness information in its blue channel.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useMetallnessFromMetallicTextureBlue = false;\r\n\r\n /**\r\n * Specifies if the metallic texture contains the ambient occlusion information in its red channel.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useAmbientOcclusionFromMetallicTextureRed = false;\r\n\r\n /**\r\n * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useAmbientInGrayScale = false;\r\n\r\n /**\r\n * In case the reflectivity map does not contain the microsurface information in its alpha channel,\r\n * The material will try to infer what glossiness each pixel should be.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useAutoMicroSurfaceFromReflectivityMap = false;\r\n\r\n /**\r\n * BJS is using an hardcoded light falloff based on a manually sets up range.\r\n * In PBR, one way to represents the falloff is to use the inverse squared root algorithm.\r\n * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.\r\n */\r\n @serialize()\r\n public get usePhysicalLightFalloff(): boolean {\r\n return this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;\r\n }\r\n\r\n /**\r\n * BJS is using an hardcoded light falloff based on a manually sets up range.\r\n * In PBR, one way to represents the falloff is to use the inverse squared root algorithm.\r\n * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.\r\n */\r\n public set usePhysicalLightFalloff(value: boolean) {\r\n if (value !== this.usePhysicalLightFalloff) {\r\n // Ensure the effect will be rebuilt.\r\n this._markAllSubMeshesAsTexturesDirty();\r\n\r\n if (value) {\r\n this._lightFalloff = PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;\r\n } else {\r\n this._lightFalloff = PBRBaseMaterial.LIGHTFALLOFF_STANDARD;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * In order to support the falloff compatibility with gltf, a special mode has been added\r\n * to reproduce the gltf light falloff.\r\n */\r\n @serialize()\r\n public get useGLTFLightFalloff(): boolean {\r\n return this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_GLTF;\r\n }\r\n\r\n /**\r\n * In order to support the falloff compatibility with gltf, a special mode has been added\r\n * to reproduce the gltf light falloff.\r\n */\r\n public set useGLTFLightFalloff(value: boolean) {\r\n if (value !== this.useGLTFLightFalloff) {\r\n // Ensure the effect will be rebuilt.\r\n this._markAllSubMeshesAsTexturesDirty();\r\n\r\n if (value) {\r\n this._lightFalloff = PBRBaseMaterial.LIGHTFALLOFF_GLTF;\r\n } else {\r\n this._lightFalloff = PBRBaseMaterial.LIGHTFALLOFF_STANDARD;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most luminous ones).\r\n * A car glass is a good example of that. When the street lights reflects on it you can not see what is behind.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useRadianceOverAlpha = true;\r\n\r\n /**\r\n * Allows using an object space normal map (instead of tangent space).\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useObjectSpaceNormalMap = false;\r\n\r\n /**\r\n * Allows using the bump map in parallax mode.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useParallax = false;\r\n\r\n /**\r\n * Allows using the bump map in parallax occlusion mode.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useParallaxOcclusion = false;\r\n\r\n /**\r\n * Controls the scale bias of the parallax mode.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public parallaxScaleBias = 0.05;\r\n\r\n /**\r\n * If sets to true, disables all the lights affecting the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public disableLighting = false;\r\n\r\n /**\r\n * Force the shader to compute irradiance in the fragment shader in order to take bump in account.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public forceIrradianceInFragment = false;\r\n\r\n /**\r\n * Number of Simultaneous lights allowed on the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public maxSimultaneousLights = 4;\r\n\r\n /**\r\n * If sets to true, x component of normal map value will invert (x = 1.0 - x).\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public invertNormalMapX = false;\r\n\r\n /**\r\n * If sets to true, y component of normal map value will invert (y = 1.0 - y).\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public invertNormalMapY = false;\r\n\r\n /**\r\n * If sets to true and backfaceCulling is false, normals will be flipped on the backside.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public twoSidedLighting = false;\r\n\r\n /**\r\n * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.\r\n * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useAlphaFresnel = false;\r\n\r\n /**\r\n * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.\r\n * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useLinearAlphaFresnel = false;\r\n\r\n /**\r\n * Let user defines the brdf lookup texture used for IBL.\r\n * A default 8bit version is embedded but you could point at :\r\n * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png\r\n * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds\r\n * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png\r\n * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public environmentBRDFTexture: Nullable<BaseTexture> = null;\r\n\r\n /**\r\n * Force normal to face away from face.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public forceNormalForward = false;\r\n\r\n /**\r\n * Enables specular anti aliasing in the PBR shader.\r\n * It will both interacts on the Geometry for analytical and IBL lighting.\r\n * It also prefilter the roughness map based on the bump values.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public enableSpecularAntiAliasing = false;\r\n\r\n /**\r\n * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal\r\n * makes the reflect vector face the model (under horizon).\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useHorizonOcclusion = true;\r\n\r\n /**\r\n * This parameters will enable/disable radiance occlusion by preventing the radiance to lit\r\n * too much the area relying on ambient texture to define their ambient occlusion.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useRadianceOcclusion = true;\r\n\r\n /**\r\n * If set to true, no lighting calculations will be applied.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\r\n public unlit = false;\r\n\r\n /**\r\n * Gets the image processing configuration used either in this material.\r\n */\r\n public get imageProcessingConfiguration(): ImageProcessingConfiguration {\r\n return this._imageProcessingConfiguration;\r\n }\r\n\r\n /**\r\n * Sets the Default image processing configuration used either in the this material.\r\n *\r\n * If sets to null, the scene one is in use.\r\n */\r\n public set imageProcessingConfiguration(value: ImageProcessingConfiguration) {\r\n this._attachImageProcessingConfiguration(value);\r\n\r\n // Ensure the effect will be rebuilt.\r\n this._markAllSubMeshesAsTexturesDirty();\r\n }\r\n\r\n /**\r\n * Gets whether the color curves effect is enabled.\r\n */\r\n public get cameraColorCurvesEnabled(): boolean {\r\n return this.imageProcessingConfiguration.colorCurvesEnabled;\r\n }\r\n /**\r\n * Sets whether the color curves effect is enabled.\r\n */\r\n public set cameraColorCurvesEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.colorCurvesEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets whether the color grading effect is enabled.\r\n */\r\n public get cameraColorGradingEnabled(): boolean {\r\n return this.imageProcessingConfiguration.colorGradingEnabled;\r\n }\r\n /**\r\n * Gets whether the color grading effect is enabled.\r\n */\r\n public set cameraColorGradingEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.colorGradingEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets whether tonemapping is enabled or not.\r\n */\r\n public get cameraToneMappingEnabled(): boolean {\r\n return this._imageProcessingConfiguration.toneMappingEnabled;\r\n }\r\n /**\r\n * Sets whether tonemapping is enabled or not\r\n */\r\n public set cameraToneMappingEnabled(value: boolean) {\r\n this._imageProcessingConfiguration.toneMappingEnabled = value;\r\n }\r\n\r\n /**\r\n * The camera exposure used on this material.\r\n * This property is here and not in the camera to allow controlling exposure without full screen post process.\r\n * This corresponds to a photographic exposure.\r\n */\r\n public get cameraExposure(): number {\r\n return this._imageProcessingConfiguration.exposure;\r\n }\r\n /**\r\n * The camera exposure used on this material.\r\n * This property is here and not in the camera to allow controlling exposure without full screen post process.\r\n * This corresponds to a photographic exposure.\r\n */\r\n public set cameraExposure(value: number) {\r\n this._imageProcessingConfiguration.exposure = value;\r\n }\r\n\r\n /**\r\n * Gets The camera contrast used on this material.\r\n */\r\n public get cameraContrast(): number {\r\n return this._imageProcessingConfiguration.contrast;\r\n }\r\n\r\n /**\r\n * Sets The camera contrast used on this material.\r\n */\r\n public set cameraContrast(value: number) {\r\n this._imageProcessingConfiguration.contrast = value;\r\n }\r\n\r\n /**\r\n * Gets the Color Grading 2D Lookup Texture.\r\n */\r\n public get cameraColorGradingTexture(): Nullable<BaseTexture> {\r\n return this._imageProcessingConfiguration.colorGradingTexture;\r\n }\r\n /**\r\n * Sets the Color Grading 2D Lookup Texture.\r\n */\r\n public set cameraColorGradingTexture(value: Nullable<BaseTexture>) {\r\n this._imageProcessingConfiguration.colorGradingTexture = value;\r\n }\r\n\r\n /**\r\n * The color grading curves provide additional color adjustment that is applied after any color grading transform (3D LUT).\r\n * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.\r\n * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;\r\n * corresponding to low luminance, medium luminance, and high luminance areas respectively.\r\n */\r\n public get cameraColorCurves(): Nullable<ColorCurves> {\r\n return this._imageProcessingConfiguration.colorCurves;\r\n }\r\n /**\r\n * The color grading curves provide additional color adjustment that is applied after any color grading transform (3D LUT).\r\n * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.\r\n * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;\r\n * corresponding to low luminance, medium luminance, and high luminance areas respectively.\r\n */\r\n public set cameraColorCurves(value: Nullable<ColorCurves>) {\r\n this._imageProcessingConfiguration.colorCurves = value;\r\n }\r\n\r\n /**\r\n * Instantiates a new PBRMaterial instance.\r\n *\r\n * @param name The material name\r\n * @param scene The scene the material will be use in.\r\n */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n\r\n this._environmentBRDFTexture = GetEnvironmentBRDFTexture(this.getScene());\r\n }\r\n\r\n /**\r\n * Returns the name of this material class.\r\n */\r\n public getClassName(): string {\r\n return \"PBRMaterial\";\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current material.\r\n * @param name - name to use for the new material.\r\n */\r\n public clone(name: string): PBRMaterial {\r\n const clone = SerializationHelper.Clone(() => new PBRMaterial(name, this.getScene()), this);\r\n\r\n clone.id = name;\r\n clone.name = name;\r\n\r\n this.stencil.copyTo(clone.stencil);\r\n this.clearCoat.copyTo(clone.clearCoat);\r\n this.anisotropy.copyTo(clone.anisotropy);\r\n this.brdf.copyTo(clone.brdf);\r\n this.sheen.copyTo(clone.sheen);\r\n this.subSurface.copyTo(clone.subSurface);\r\n this.iridescence.copyTo(clone.iridescence);\r\n\r\n return clone;\r\n }\r\n\r\n /**\r\n * Serializes this PBR Material.\r\n * @returns - An object with the serialized material.\r\n */\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.PBRMaterial\";\r\n\r\n serializationObject.clearCoat = this.clearCoat.serialize();\r\n serializationObject.anisotropy = this.anisotropy.serialize();\r\n serializationObject.brdf = this.brdf.serialize();\r\n serializationObject.sheen = this.sheen.serialize();\r\n serializationObject.subSurface = this.subSurface.serialize();\r\n serializationObject.iridescence = this.iridescence.serialize();\r\n\r\n return serializationObject;\r\n }\r\n\r\n // Statics\r\n /**\r\n * Parses a PBR Material from a serialized object.\r\n * @param source - Serialized object.\r\n * @param scene - BJS scene instance.\r\n * @param rootUrl - url for the scene object\r\n * @returns - PBRMaterial\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial {\r\n const material = SerializationHelper.Parse(() => new PBRMaterial(source.name, scene), source, scene, rootUrl);\r\n if (source.stencil) {\r\n material.stencil.parse(source.stencil, scene, rootUrl);\r\n }\r\n if (source.clearCoat) {\r\n material.clearCoat.parse(source.clearCoat, scene, rootUrl);\r\n }\r\n if (source.anisotropy) {\r\n material.anisotropy.parse(source.anisotropy, scene, rootUrl);\r\n }\r\n if (source.brdf) {\r\n material.brdf.parse(source.brdf, scene, rootUrl);\r\n }\r\n if (source.sheen) {\r\n material.sheen.parse(source.sheen, scene, rootUrl);\r\n }\r\n if (source.subSurface) {\r\n material.subSurface.parse(source.subSurface, scene, rootUrl);\r\n }\r\n if (source.iridescence) {\r\n material.iridescence.parse(source.iridescence, scene, rootUrl);\r\n }\r\n return material;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.PBRMaterial\", PBRMaterial);\r\n"]}
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+
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{ serialize, SerializationHelper, serializeAsColor3, expandToProperty, serializeAsTexture } from \"../../Misc/decorators\";\r\nimport { GetEnvironmentBRDFTexture } from \"../../Misc/brdfTextureTools\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\nimport type { ImageProcessingConfiguration } from \"../../Materials/imageProcessingConfiguration\";\r\nimport type { ColorCurves } from \"../../Materials/colorCurves\";\r\nimport type { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { PBRBaseMaterial } from \"./pbrBaseMaterial\";\r\nimport { RegisterClass } from \"../../Misc/typeStore\";\r\n\r\n/**\r\n * The Physically based material of BJS.\r\n *\r\n * This offers the main features of a standard PBR material.\r\n * For more information, please refer to the documentation :\r\n * https://doc.babylonjs.com/features/featuresDeepDive/materials/using/introToPBR\r\n */\r\nexport class PBRMaterial extends PBRBaseMaterial {\r\n /**\r\n * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.\r\n */\r\n public static readonly PBRMATERIAL_OPAQUE = PBRBaseMaterial.PBRMATERIAL_OPAQUE;\r\n\r\n /**\r\n * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.\r\n */\r\n public static readonly PBRMATERIAL_ALPHATEST = PBRBaseMaterial.PBRMATERIAL_ALPHATEST;\r\n\r\n /**\r\n * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.\r\n */\r\n public static readonly PBRMATERIAL_ALPHABLEND = PBRBaseMaterial.PBRMATERIAL_ALPHABLEND;\r\n\r\n /**\r\n * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.\r\n * They are also discarded below the alpha cutoff threshold to improve performances.\r\n */\r\n public static readonly PBRMATERIAL_ALPHATESTANDBLEND = PBRBaseMaterial.PBRMATERIAL_ALPHATESTANDBLEND;\r\n\r\n /**\r\n * Defines the default value of how much AO map is occluding the analytical lights\r\n * (point spot...).\r\n */\r\n public static DEFAULT_AO_ON_ANALYTICAL_LIGHTS = PBRBaseMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;\r\n\r\n /**\r\n * Intensity of the direct lights e.g. the four lights available in your scene.\r\n * This impacts both the direct diffuse and specular highlights.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public directIntensity: number = 1.0;\r\n\r\n /**\r\n * Intensity of the emissive part of the material.\r\n * This helps controlling the emissive effect without modifying the emissive color.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public emissiveIntensity: number = 1.0;\r\n\r\n /**\r\n * Intensity of the environment e.g. how much the environment will light the object\r\n * either through harmonics for rough material or through the reflection for shiny ones.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public environmentIntensity: number = 1.0;\r\n\r\n /**\r\n * This is a special control allowing the reduction of the specular highlights coming from the\r\n * four lights of the scene. Those highlights may not be needed in full environment lighting.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public specularIntensity: number = 1.0;\r\n\r\n /**\r\n * Debug Control allowing disabling the bump map on this material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public disableBumpMap: boolean = false;\r\n\r\n /**\r\n * AKA Diffuse Texture in standard nomenclature.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public albedoTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * AKA Occlusion Texture in other nomenclature.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public ambientTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * AKA Occlusion Texture Intensity in other nomenclature.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public ambientTextureStrength: number = 1.0;\r\n\r\n /**\r\n * Defines how much the AO map is occluding the analytical lights (point spot...).\r\n * 1 means it completely occludes it\r\n * 0 mean it has no impact\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public ambientTextureImpactOnAnalyticalLights: number = PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;\r\n\r\n /**\r\n * Stores the alpha values in a texture. Use luminance if texture.getAlphaFromRGB is true.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesAndMiscDirty\")\r\n public opacityTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Stores the reflection values in a texture.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectionTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Stores the emissive values in a texture.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public emissiveTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * AKA Specular texture in other nomenclature.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectivityTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Used to switch from specular/glossiness to metallic/roughness workflow.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public metallicTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Specifies the metallic scalar of the metallic/roughness workflow.\r\n * Can also be used to scale the metalness values of the metallic texture.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public metallic: Nullable<number>;\r\n\r\n /**\r\n * Specifies the roughness scalar of the metallic/roughness workflow.\r\n * Can also be used to scale the roughness values of the metallic texture.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public roughness: Nullable<number>;\r\n\r\n /**\r\n * In metallic workflow, specifies an F0 factor to help configuring the material F0.\r\n * By default the indexOfrefraction is used to compute F0;\r\n *\r\n * This is used as a factor against the default reflectance at normal incidence to tweak it.\r\n *\r\n * F0 = defaultF0 * metallicF0Factor * metallicReflectanceColor;\r\n * F90 = metallicReflectanceColor;\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public metallicF0Factor = 1;\r\n\r\n /**\r\n * In metallic workflow, specifies an F90 color to help configuring the material F90.\r\n * By default the F90 is always 1;\r\n *\r\n * Please note that this factor is also used as a factor against the default reflectance at normal incidence.\r\n *\r\n * F0 = defaultF0 * metallicF0Factor * metallicReflectanceColor\r\n * F90 = metallicReflectanceColor;\r\n */\r\n @serializeAsColor3()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public metallicReflectanceColor = Color3.White();\r\n\r\n /**\r\n * Specifies that only the A channel from metallicReflectanceTexture should be used.\r\n * If false, both RGB and A channels will be used\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useOnlyMetallicFromMetallicReflectanceTexture = false;\r\n\r\n /**\r\n * Defines to store metallicReflectanceColor in RGB and metallicF0Factor in A\r\n * This is multiplied against the scalar values defined in the material.\r\n * If useOnlyMetallicFromMetallicReflectanceTexture is true, don't use the RGB channels, only A\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public metallicReflectanceTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Defines to store reflectanceColor in RGB\r\n * This is multiplied against the scalar values defined in the material.\r\n * If both reflectanceTexture and metallicReflectanceTexture textures are provided and useOnlyMetallicFromMetallicReflectanceTexture\r\n * is false, metallicReflectanceTexture takes priority and reflectanceTexture is not used\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectanceTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.\r\n * Gray Scale represents roughness in metallic mode and glossiness in specular mode.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public microSurfaceTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Stores surface normal data used to displace a mesh in a texture.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public bumpTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Stores the pre-calculated light information of a mesh in a texture.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\", null)\r\n public lightmapTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Stores the refracted light information in a texture.\r\n */\r\n public get refractionTexture(): Nullable<BaseTexture> {\r\n return this.subSurface.refractionTexture;\r\n }\r\n public set refractionTexture(value: Nullable<BaseTexture>) {\r\n this.subSurface.refractionTexture = value;\r\n if (value) {\r\n this.subSurface.isRefractionEnabled = true;\r\n } else if (!this.subSurface.linkRefractionWithTransparency) {\r\n this.subSurface.isRefractionEnabled = false;\r\n }\r\n }\r\n\r\n /**\r\n * The color of a material in ambient lighting.\r\n */\r\n @serializeAsColor3(\"ambient\")\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public ambientColor = new Color3(0, 0, 0);\r\n\r\n /**\r\n * AKA Diffuse Color in other nomenclature.\r\n */\r\n @serializeAsColor3(\"albedo\")\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public albedoColor = new Color3(1, 1, 1);\r\n\r\n /**\r\n * AKA Specular Color in other nomenclature.\r\n */\r\n @serializeAsColor3(\"reflectivity\")\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectivityColor = new Color3(1, 1, 1);\r\n\r\n /**\r\n * The color reflected from the material.\r\n */\r\n @serializeAsColor3(\"reflection\")\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public reflectionColor = new Color3(1.0, 1.0, 1.0);\r\n\r\n /**\r\n * The color emitted from the material.\r\n */\r\n @serializeAsColor3(\"emissive\")\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public emissiveColor = new Color3(0, 0, 0);\r\n\r\n /**\r\n * AKA Glossiness in other nomenclature.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public microSurface = 1.0;\r\n\r\n /**\r\n * Index of refraction of the material base layer.\r\n * https://en.wikipedia.org/wiki/List_of_refractive_indices\r\n *\r\n * This does not only impact refraction but also the Base F0 of Dielectric Materials.\r\n *\r\n * From dielectric fresnel rules: F0 = square((iorT - iorI) / (iorT + iorI))\r\n */\r\n public get indexOfRefraction(): number {\r\n return this.subSurface.indexOfRefraction;\r\n }\r\n public set indexOfRefraction(value: number) {\r\n this.subSurface.indexOfRefraction = value;\r\n }\r\n\r\n /**\r\n * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.\r\n */\r\n public get invertRefractionY(): boolean {\r\n return this.subSurface.invertRefractionY;\r\n }\r\n public set invertRefractionY(value: boolean) {\r\n this.subSurface.invertRefractionY = value;\r\n }\r\n\r\n /**\r\n * This parameters will make the material used its opacity to control how much it is refracting against not.\r\n * Materials half opaque for instance using refraction could benefit from this control.\r\n */\r\n public get linkRefractionWithTransparency(): boolean {\r\n return this.subSurface.linkRefractionWithTransparency;\r\n }\r\n public set linkRefractionWithTransparency(value: boolean) {\r\n this.subSurface.linkRefractionWithTransparency = value;\r\n if (value) {\r\n this.subSurface.isRefractionEnabled = true;\r\n }\r\n }\r\n\r\n /**\r\n * If true, the light map contains occlusion information instead of lighting info.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useLightmapAsShadowmap = false;\r\n\r\n /**\r\n * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesAndMiscDirty\")\r\n public useAlphaFromAlbedoTexture = false;\r\n\r\n /**\r\n * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesAndMiscDirty\")\r\n public forceAlphaTest = false;\r\n\r\n /**\r\n * Defines the alpha limits in alpha test mode.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesAndMiscDirty\")\r\n public alphaCutOff = 0.4;\r\n\r\n /**\r\n * Specifies that the material will keep the specular highlights over a transparent surface (only the most luminous ones).\r\n * A car glass is a good example of that. When sun reflects on it you can not see what is behind.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useSpecularOverAlpha = true;\r\n\r\n /**\r\n * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useMicroSurfaceFromReflectivityMapAlpha = false;\r\n\r\n /**\r\n * Specifies if the metallic texture contains the roughness information in its alpha channel.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useRoughnessFromMetallicTextureAlpha = true;\r\n\r\n /**\r\n * Specifies if the metallic texture contains the roughness information in its green channel.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useRoughnessFromMetallicTextureGreen = false;\r\n\r\n /**\r\n * Specifies if the metallic texture contains the metallness information in its blue channel.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useMetallnessFromMetallicTextureBlue = false;\r\n\r\n /**\r\n * Specifies if the metallic texture contains the ambient occlusion information in its red channel.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useAmbientOcclusionFromMetallicTextureRed = false;\r\n\r\n /**\r\n * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useAmbientInGrayScale = false;\r\n\r\n /**\r\n * In case the reflectivity map does not contain the microsurface information in its alpha channel,\r\n * The material will try to infer what glossiness each pixel should be.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useAutoMicroSurfaceFromReflectivityMap = false;\r\n\r\n /**\r\n * BJS is using an hardcoded light falloff based on a manually sets up range.\r\n * In PBR, one way to represents the falloff is to use the inverse squared root algorithm.\r\n * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.\r\n */\r\n @serialize()\r\n public get usePhysicalLightFalloff(): boolean {\r\n return this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;\r\n }\r\n\r\n /**\r\n * BJS is using an hardcoded light falloff based on a manually sets up range.\r\n * In PBR, one way to represents the falloff is to use the inverse squared root algorithm.\r\n * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.\r\n */\r\n public set usePhysicalLightFalloff(value: boolean) {\r\n if (value !== this.usePhysicalLightFalloff) {\r\n // Ensure the effect will be rebuilt.\r\n this._markAllSubMeshesAsTexturesDirty();\r\n\r\n if (value) {\r\n this._lightFalloff = PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;\r\n } else {\r\n this._lightFalloff = PBRBaseMaterial.LIGHTFALLOFF_STANDARD;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * In order to support the falloff compatibility with gltf, a special mode has been added\r\n * to reproduce the gltf light falloff.\r\n */\r\n @serialize()\r\n public get useGLTFLightFalloff(): boolean {\r\n return this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_GLTF;\r\n }\r\n\r\n /**\r\n * In order to support the falloff compatibility with gltf, a special mode has been added\r\n * to reproduce the gltf light falloff.\r\n */\r\n public set useGLTFLightFalloff(value: boolean) {\r\n if (value !== this.useGLTFLightFalloff) {\r\n // Ensure the effect will be rebuilt.\r\n this._markAllSubMeshesAsTexturesDirty();\r\n\r\n if (value) {\r\n this._lightFalloff = PBRBaseMaterial.LIGHTFALLOFF_GLTF;\r\n } else {\r\n this._lightFalloff = PBRBaseMaterial.LIGHTFALLOFF_STANDARD;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most luminous ones).\r\n * A car glass is a good example of that. When the street lights reflects on it you can not see what is behind.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useRadianceOverAlpha = true;\r\n\r\n /**\r\n * Allows using an object space normal map (instead of tangent space).\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useObjectSpaceNormalMap = false;\r\n\r\n /**\r\n * Allows using the bump map in parallax mode.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useParallax = false;\r\n\r\n /**\r\n * Allows using the bump map in parallax occlusion mode.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useParallaxOcclusion = false;\r\n\r\n /**\r\n * Controls the scale bias of the parallax mode.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public parallaxScaleBias = 0.05;\r\n\r\n /**\r\n * If sets to true, disables all the lights affecting the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public disableLighting = false;\r\n\r\n /**\r\n * Force the shader to compute irradiance in the fragment shader in order to take bump in account.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public forceIrradianceInFragment = false;\r\n\r\n /**\r\n * Number of Simultaneous lights allowed on the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n public maxSimultaneousLights = 4;\r\n\r\n /**\r\n * If sets to true, x component of normal map value will invert (x = 1.0 - x).\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public invertNormalMapX = false;\r\n\r\n /**\r\n * If sets to true, y component of normal map value will invert (y = 1.0 - y).\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public invertNormalMapY = false;\r\n\r\n /**\r\n * If sets to true and backfaceCulling is false, normals will be flipped on the backside.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public twoSidedLighting = false;\r\n\r\n /**\r\n * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.\r\n * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useAlphaFresnel = false;\r\n\r\n /**\r\n * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.\r\n * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useLinearAlphaFresnel = false;\r\n\r\n /**\r\n * Let user defines the brdf lookup texture used for IBL.\r\n * A default 8bit version is embedded but you could point at :\r\n * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png\r\n * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds\r\n * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png\r\n * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public environmentBRDFTexture: Nullable<BaseTexture> = null;\r\n\r\n /**\r\n * Force normal to face away from face.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public forceNormalForward = false;\r\n\r\n /**\r\n * Enables specular anti aliasing in the PBR shader.\r\n * It will both interacts on the Geometry for analytical and IBL lighting.\r\n * It also prefilter the roughness map based on the bump values.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public enableSpecularAntiAliasing = false;\r\n\r\n /**\r\n * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal\r\n * makes the reflect vector face the model (under horizon).\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useHorizonOcclusion = true;\r\n\r\n /**\r\n * This parameters will enable/disable radiance occlusion by preventing the radiance to lit\r\n * too much the area relying on ambient texture to define their ambient occlusion.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useRadianceOcclusion = true;\r\n\r\n /**\r\n * If set to true, no lighting calculations will be applied.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsMiscDirty\")\r\n public unlit = false;\r\n\r\n /**\r\n * Gets the image processing configuration used either in this material.\r\n */\r\n public get imageProcessingConfiguration(): ImageProcessingConfiguration {\r\n return this._imageProcessingConfiguration;\r\n }\r\n\r\n /**\r\n * Sets the Default image processing configuration used either in the this material.\r\n *\r\n * If sets to null, the scene one is in use.\r\n */\r\n public set imageProcessingConfiguration(value: ImageProcessingConfiguration) {\r\n this._attachImageProcessingConfiguration(value);\r\n\r\n // Ensure the effect will be rebuilt.\r\n this._markAllSubMeshesAsTexturesDirty();\r\n }\r\n\r\n /**\r\n * Gets whether the color curves effect is enabled.\r\n */\r\n public get cameraColorCurvesEnabled(): boolean {\r\n return this.imageProcessingConfiguration.colorCurvesEnabled;\r\n }\r\n /**\r\n * Sets whether the color curves effect is enabled.\r\n */\r\n public set cameraColorCurvesEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.colorCurvesEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets whether the color grading effect is enabled.\r\n */\r\n public get cameraColorGradingEnabled(): boolean {\r\n return this.imageProcessingConfiguration.colorGradingEnabled;\r\n }\r\n /**\r\n * Gets whether the color grading effect is enabled.\r\n */\r\n public set cameraColorGradingEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.colorGradingEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets whether tonemapping is enabled or not.\r\n */\r\n public get cameraToneMappingEnabled(): boolean {\r\n return this._imageProcessingConfiguration.toneMappingEnabled;\r\n }\r\n /**\r\n * Sets whether tonemapping is enabled or not\r\n */\r\n public set cameraToneMappingEnabled(value: boolean) {\r\n this._imageProcessingConfiguration.toneMappingEnabled = value;\r\n }\r\n\r\n /**\r\n * The camera exposure used on this material.\r\n * This property is here and not in the camera to allow controlling exposure without full screen post process.\r\n * This corresponds to a photographic exposure.\r\n */\r\n public get cameraExposure(): number {\r\n return this._imageProcessingConfiguration.exposure;\r\n }\r\n /**\r\n * The camera exposure used on this material.\r\n * This property is here and not in the camera to allow controlling exposure without full screen post process.\r\n * This corresponds to a photographic exposure.\r\n */\r\n public set cameraExposure(value: number) {\r\n this._imageProcessingConfiguration.exposure = value;\r\n }\r\n\r\n /**\r\n * Gets The camera contrast used on this material.\r\n */\r\n public get cameraContrast(): number {\r\n return this._imageProcessingConfiguration.contrast;\r\n }\r\n\r\n /**\r\n * Sets The camera contrast used on this material.\r\n */\r\n public set cameraContrast(value: number) {\r\n this._imageProcessingConfiguration.contrast = value;\r\n }\r\n\r\n /**\r\n * Gets the Color Grading 2D Lookup Texture.\r\n */\r\n public get cameraColorGradingTexture(): Nullable<BaseTexture> {\r\n return this._imageProcessingConfiguration.colorGradingTexture;\r\n }\r\n /**\r\n * Sets the Color Grading 2D Lookup Texture.\r\n */\r\n public set cameraColorGradingTexture(value: Nullable<BaseTexture>) {\r\n this._imageProcessingConfiguration.colorGradingTexture = value;\r\n }\r\n\r\n /**\r\n * The color grading curves provide additional color adjustment that is applied after any color grading transform (3D LUT).\r\n * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.\r\n * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;\r\n * corresponding to low luminance, medium luminance, and high luminance areas respectively.\r\n */\r\n public get cameraColorCurves(): Nullable<ColorCurves> {\r\n return this._imageProcessingConfiguration.colorCurves;\r\n }\r\n /**\r\n * The color grading curves provide additional color adjustment that is applied after any color grading transform (3D LUT).\r\n * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.\r\n * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;\r\n * corresponding to low luminance, medium luminance, and high luminance areas respectively.\r\n */\r\n public set cameraColorCurves(value: Nullable<ColorCurves>) {\r\n this._imageProcessingConfiguration.colorCurves = value;\r\n }\r\n\r\n /**\r\n * Instantiates a new PBRMaterial instance.\r\n *\r\n * @param name The material name\r\n * @param scene The scene the material will be use in.\r\n */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n\r\n this._environmentBRDFTexture = GetEnvironmentBRDFTexture(this.getScene());\r\n }\r\n\r\n /**\r\n * Returns the name of this material class.\r\n */\r\n public getClassName(): string {\r\n return \"PBRMaterial\";\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current material.\r\n * @param name - name to use for the new material.\r\n * @param cloneTexturesOnlyOnce - if a texture is used in more than one channel (e.g diffuse and opacity), only clone it once and reuse it on the other channels. Default false.\r\n */\r\n public clone(name: string, cloneTexturesOnlyOnce: boolean = true): PBRMaterial {\r\n const clone = SerializationHelper.Clone(() => new PBRMaterial(name, this.getScene()), this, { cloneTexturesOnlyOnce });\r\n\r\n clone.id = name;\r\n clone.name = name;\r\n\r\n this.stencil.copyTo(clone.stencil);\r\n this.clearCoat.copyTo(clone.clearCoat);\r\n this.anisotropy.copyTo(clone.anisotropy);\r\n this.brdf.copyTo(clone.brdf);\r\n this.sheen.copyTo(clone.sheen);\r\n this.subSurface.copyTo(clone.subSurface);\r\n this.iridescence.copyTo(clone.iridescence);\r\n\r\n return clone;\r\n }\r\n\r\n /**\r\n * Serializes this PBR Material.\r\n * @returns - An object with the serialized material.\r\n */\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.PBRMaterial\";\r\n\r\n serializationObject.clearCoat = this.clearCoat.serialize();\r\n serializationObject.anisotropy = this.anisotropy.serialize();\r\n serializationObject.brdf = this.brdf.serialize();\r\n serializationObject.sheen = this.sheen.serialize();\r\n serializationObject.subSurface = this.subSurface.serialize();\r\n serializationObject.iridescence = this.iridescence.serialize();\r\n\r\n return serializationObject;\r\n }\r\n\r\n // Statics\r\n /**\r\n * Parses a PBR Material from a serialized object.\r\n * @param source - Serialized object.\r\n * @param scene - BJS scene instance.\r\n * @param rootUrl - url for the scene object\r\n * @returns - PBRMaterial\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial {\r\n const material = SerializationHelper.Parse(() => new PBRMaterial(source.name, scene), source, scene, rootUrl);\r\n if (source.stencil) {\r\n material.stencil.parse(source.stencil, scene, rootUrl);\r\n }\r\n if (source.clearCoat) {\r\n material.clearCoat.parse(source.clearCoat, scene, rootUrl);\r\n }\r\n if (source.anisotropy) {\r\n material.anisotropy.parse(source.anisotropy, scene, rootUrl);\r\n }\r\n if (source.brdf) {\r\n material.brdf.parse(source.brdf, scene, rootUrl);\r\n }\r\n if (source.sheen) {\r\n material.sheen.parse(source.sheen, scene, rootUrl);\r\n }\r\n if (source.subSurface) {\r\n material.subSurface.parse(source.subSurface, scene, rootUrl);\r\n }\r\n if (source.iridescence) {\r\n material.iridescence.parse(source.iridescence, scene, rootUrl);\r\n }\r\n return material;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.PBRMaterial\", PBRMaterial);\r\n"]}
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@@ -348,7 +348,7 @@ export class PBRSubSurfaceConfiguration extends MaterialPluginBase {
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defines.SS_GAMMAREFRACTION = refractionTexture.gammaSpace;
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defines.SS_RGBDREFRACTION = refractionTexture.isRGBD;
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defines.SS_LINEARSPECULARREFRACTION = refractionTexture.linearSpecularLOD;
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defines.SS_REFRACTIONMAP_OPPOSITEZ = refractionTexture.invertZ;
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defines.SS_REFRACTIONMAP_OPPOSITEZ = this._scene.useRightHandedSystem && refractionTexture.isCube ? !refractionTexture.invertZ : refractionTexture.invertZ;
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defines.SS_LODINREFRACTIONALPHA = refractionTexture.lodLevelInAlpha;
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defines.SS_LINKREFRACTIONTOTRANSPARENCY = this._linkRefractionWithTransparency;
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defines.SS_ALBEDOFORREFRACTIONTINT = this.useAlbedoToTintRefraction;
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@@ -400,7 +400,7 @@ export class PBRSubSurfaceConfiguration extends MaterialPluginBase {
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400
400
|
MaterialHelper.BindTextureMatrix(this._translucencyIntensityTexture, uniformBuffer, "translucencyIntensity");
|
|
401
401
|
}
|
|
402
402
|
if (refractionTexture && MaterialFlags.RefractionTextureEnabled) {
|
|
403
|
-
uniformBuffer.updateMatrix("refractionMatrix", refractionTexture.
|
|
403
|
+
uniformBuffer.updateMatrix("refractionMatrix", refractionTexture.getRefractionTextureMatrix());
|
|
404
404
|
let depth = 1.0;
|
|
405
405
|
if (!refractionTexture.isCube) {
|
|
406
406
|
if (refractionTexture.depth) {
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"../../types\";\r\nimport type { IAnimatable } from \"../../Animations/animatable.interface\";\r\nimport { serialize, serializeAsTexture, expandToProperty, serializeAsColor3 } from \"../../Misc/decorators\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\nimport type { SmartArray } from \"../../Misc/smartArray\";\r\nimport type { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport type { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport { MaterialFlags } from \"../materialFlags\";\r\nimport type { UniformBuffer } from \"../../Materials/uniformBuffer\";\r\nimport { MaterialHelper } from \"../../Materials/materialHelper\";\r\nimport type { EffectFallbacks } from \"../effectFallbacks\";\r\nimport { Scalar } from \"../../Maths/math.scalar\";\r\nimport type { CubeTexture } from \"../Textures/cubeTexture\";\r\nimport { TmpVectors } from \"../../Maths/math.vector\";\r\nimport type { SubMesh } from \"../../Meshes/subMesh\";\r\nimport { MaterialPluginBase } from \"../materialPluginBase\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { MaterialDefines } from \"../materialDefines\";\r\n\r\ndeclare type Engine = import(\"../../Engines/engine\").Engine;\r\ndeclare type Scene = import(\"../../scene\").Scene;\r\ndeclare type PBRBaseMaterial = import(\"./pbrBaseMaterial\").PBRBaseMaterial;\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class MaterialSubSurfaceDefines extends MaterialDefines {\r\n public SUBSURFACE = false;\r\n\r\n public SS_REFRACTION = false;\r\n public SS_REFRACTION_USE_INTENSITY_FROM_TEXTURE = false;\r\n public SS_TRANSLUCENCY = false;\r\n public SS_TRANSLUCENCY_USE_INTENSITY_FROM_TEXTURE = false;\r\n public SS_SCATTERING = false;\r\n\r\n public SS_THICKNESSANDMASK_TEXTURE = false;\r\n public SS_THICKNESSANDMASK_TEXTUREDIRECTUV = 0;\r\n public SS_HAS_THICKNESS = false;\r\n public SS_REFRACTIONINTENSITY_TEXTURE = false;\r\n public SS_REFRACTIONINTENSITY_TEXTUREDIRECTUV = 0;\r\n public SS_TRANSLUCENCYINTENSITY_TEXTURE = false;\r\n public SS_TRANSLUCENCYINTENSITY_TEXTUREDIRECTUV = 0;\r\n\r\n public SS_REFRACTIONMAP_3D = false;\r\n public SS_REFRACTIONMAP_OPPOSITEZ = false;\r\n public SS_LODINREFRACTIONALPHA = false;\r\n public SS_GAMMAREFRACTION = false;\r\n public SS_RGBDREFRACTION = false;\r\n public SS_LINEARSPECULARREFRACTION = false;\r\n public SS_LINKREFRACTIONTOTRANSPARENCY = false;\r\n public SS_ALBEDOFORREFRACTIONTINT = false;\r\n public SS_ALBEDOFORTRANSLUCENCYTINT = false;\r\n public SS_USE_LOCAL_REFRACTIONMAP_CUBIC = false;\r\n public SS_USE_THICKNESS_AS_DEPTH = false;\r\n\r\n public SS_MASK_FROM_THICKNESS_TEXTURE = false;\r\n public SS_USE_GLTF_TEXTURES = false;\r\n}\r\n\r\n/**\r\n * Plugin that implements the sub surface component of the PBR material\r\n */\r\nexport class PBRSubSurfaceConfiguration extends MaterialPluginBase {\r\n protected _material: PBRBaseMaterial;\r\n\r\n private _isRefractionEnabled = false;\r\n /**\r\n * Defines if the refraction is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isRefractionEnabled = false;\r\n\r\n private _isTranslucencyEnabled = false;\r\n /**\r\n * Defines if the translucency is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isTranslucencyEnabled = false;\r\n\r\n private _isScatteringEnabled = false;\r\n /**\r\n * Defines if the sub surface scattering is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markScenePrePassDirty\")\r\n public isScatteringEnabled = false;\r\n\r\n @serialize()\r\n private _scatteringDiffusionProfileIndex = 0;\r\n\r\n /**\r\n * Diffusion profile for subsurface scattering.\r\n * Useful for better scattering in the skins or foliages.\r\n */\r\n public get scatteringDiffusionProfile(): Nullable<Color3> {\r\n if (!this._scene.subSurfaceConfiguration) {\r\n return null;\r\n }\r\n\r\n return this._scene.subSurfaceConfiguration.ssDiffusionProfileColors[this._scatteringDiffusionProfileIndex];\r\n }\r\n\r\n public set scatteringDiffusionProfile(c: Nullable<Color3>) {\r\n if (!this._scene.enableSubSurfaceForPrePass()) {\r\n // Not supported\r\n return;\r\n }\r\n\r\n // addDiffusionProfile automatically checks for doubles\r\n if (c) {\r\n this._scatteringDiffusionProfileIndex = this._scene.subSurfaceConfiguration!.addDiffusionProfile(c);\r\n }\r\n }\r\n\r\n /**\r\n * Defines the refraction intensity of the material.\r\n * The refraction when enabled replaces the Diffuse part of the material.\r\n * The intensity helps transitioning between diffuse and refraction.\r\n */\r\n @serialize()\r\n public refractionIntensity: number = 1;\r\n\r\n /**\r\n * Defines the translucency intensity of the material.\r\n * When translucency has been enabled, this defines how much of the \"translucency\"\r\n * is added to the diffuse part of the material.\r\n */\r\n @serialize()\r\n public translucencyIntensity: number = 1;\r\n\r\n /**\r\n * When enabled, transparent surfaces will be tinted with the albedo colour (independent of thickness)\r\n */\r\n @serialize()\r\n public useAlbedoToTintRefraction: boolean = false;\r\n\r\n /**\r\n * When enabled, translucent surfaces will be tinted with the albedo colour (independent of thickness)\r\n */\r\n @serialize()\r\n public useAlbedoToTintTranslucency: boolean = false;\r\n\r\n private _thicknessTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).\r\n * The red (or green if useGltfStyleTextures=true) channel of the texture should contain the thickness remapped between 0 and 1.\r\n * 0 would mean minimumThickness\r\n * 1 would mean maximumThickness\r\n * The other channels might be use as a mask to vary the different effects intensity.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public thicknessTexture: Nullable<BaseTexture> = null;\r\n\r\n private _refractionTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Defines the texture to use for refraction.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public refractionTexture: Nullable<BaseTexture> = null;\r\n\r\n /** @internal */\r\n public _indexOfRefraction = 1.5;\r\n /**\r\n * Index of refraction of the material base layer.\r\n * https://en.wikipedia.org/wiki/List_of_refractive_indices\r\n *\r\n * This does not only impact refraction but also the Base F0 of Dielectric Materials.\r\n *\r\n * From dielectric fresnel rules: F0 = square((iorT - iorI) / (iorT + iorI))\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public indexOfRefraction = 1.5;\r\n\r\n @serialize()\r\n private _volumeIndexOfRefraction = -1.0;\r\n\r\n /**\r\n * Index of refraction of the material's volume.\r\n * https://en.wikipedia.org/wiki/List_of_refractive_indices\r\n *\r\n * This ONLY impacts refraction. If not provided or given a non-valid value,\r\n * the volume will use the same IOR as the surface.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public get volumeIndexOfRefraction(): number {\r\n if (this._volumeIndexOfRefraction >= 1.0) {\r\n return this._volumeIndexOfRefraction;\r\n }\r\n return this._indexOfRefraction;\r\n }\r\n public set volumeIndexOfRefraction(value: number) {\r\n if (value >= 1.0) {\r\n this._volumeIndexOfRefraction = value;\r\n } else {\r\n this._volumeIndexOfRefraction = -1.0;\r\n }\r\n }\r\n\r\n private _invertRefractionY = false;\r\n /**\r\n * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public invertRefractionY = false;\r\n\r\n /** @internal */\r\n public _linkRefractionWithTransparency = false;\r\n /**\r\n * This parameters will make the material used its opacity to control how much it is refracting against not.\r\n * Materials half opaque for instance using refraction could benefit from this control.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public linkRefractionWithTransparency = false;\r\n\r\n /**\r\n * Defines the minimum thickness stored in the thickness map.\r\n * If no thickness map is defined, this value will be used to simulate thickness.\r\n */\r\n @serialize()\r\n public minimumThickness: number = 0;\r\n\r\n /**\r\n * Defines the maximum thickness stored in the thickness map.\r\n */\r\n @serialize()\r\n public maximumThickness: number = 1;\r\n\r\n /**\r\n * Defines that the thickness should be used as a measure of the depth volume.\r\n */\r\n @serialize()\r\n public useThicknessAsDepth = false;\r\n\r\n /**\r\n * Defines the volume tint of the material.\r\n * This is used for both translucency and scattering.\r\n */\r\n @serializeAsColor3()\r\n public tintColor = Color3.White();\r\n\r\n /**\r\n * Defines the distance at which the tint color should be found in the media.\r\n * This is used for refraction only.\r\n */\r\n @serialize()\r\n public tintColorAtDistance = 1;\r\n\r\n /**\r\n * Defines how far each channel transmit through the media.\r\n * It is defined as a color to simplify it selection.\r\n */\r\n @serializeAsColor3()\r\n public diffusionDistance = Color3.White();\r\n\r\n private _useMaskFromThicknessTexture = false;\r\n /**\r\n * Stores the intensity of the different subsurface effects in the thickness texture.\r\n * Note that if refractionIntensityTexture and/or translucencyIntensityTexture is provided it takes precedence over thicknessTexture + useMaskFromThicknessTexture\r\n * * the green (red if useGltfStyleTextures = true) channel is the refraction intensity.\r\n * * the blue channel is the translucency intensity.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useMaskFromThicknessTexture: boolean = false;\r\n\r\n private _refractionIntensityTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the intensity of the refraction. If provided, it takes precedence over thicknessTexture + useMaskFromThicknessTexture\r\n * * the green (red if useGltfStyleTextures = true) channel is the refraction intensity.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public refractionIntensityTexture: Nullable<BaseTexture> = null;\r\n\r\n private _translucencyIntensityTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the intensity of the translucency. If provided, it takes precedence over thicknessTexture + useMaskFromThicknessTexture\r\n * * the blue channel is the translucency intensity.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public translucencyIntensityTexture: Nullable<BaseTexture> = null;\r\n\r\n private _scene: Scene;\r\n private _useGltfStyleTextures = false;\r\n /**\r\n * Use channels layout used by glTF:\r\n * * thicknessTexture: the green (instead of red) channel is the thickness\r\n * * thicknessTexture/refractionIntensityTexture: the red (instead of green) channel is the refraction intensity\r\n * * thicknessTexture/translucencyIntensityTexture: no change, use the blue channel for the translucency intensity\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useGltfStyleTextures: boolean = false;\r\n\r\n /** @internal */\r\n private _internalMarkAllSubMeshesAsTexturesDirty: () => void;\r\n private _internalMarkScenePrePassDirty: () => void;\r\n\r\n /** @internal */\r\n public _markAllSubMeshesAsTexturesDirty(): void {\r\n this._enable(this._isRefractionEnabled || this._isTranslucencyEnabled || this._isScatteringEnabled);\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n }\r\n /** @internal */\r\n public _markScenePrePassDirty(): void {\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n this._internalMarkScenePrePassDirty();\r\n }\r\n\r\n constructor(material: PBRBaseMaterial, addToPluginList = true) {\r\n super(material, \"PBRSubSurface\", 130, new MaterialSubSurfaceDefines(), addToPluginList);\r\n\r\n this._scene = material.getScene();\r\n this.registerForExtraEvents = true;\r\n\r\n this._internalMarkAllSubMeshesAsTexturesDirty = material._dirtyCallbacks[Constants.MATERIAL_TextureDirtyFlag];\r\n this._internalMarkScenePrePassDirty = material._dirtyCallbacks[Constants.MATERIAL_PrePassDirtyFlag];\r\n }\r\n\r\n public isReadyForSubMesh(defines: MaterialSubSurfaceDefines, scene: Scene): boolean {\r\n if (!this._isRefractionEnabled && !this._isTranslucencyEnabled && !this._isScatteringEnabled) {\r\n return true;\r\n }\r\n\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._thicknessTexture && MaterialFlags.ThicknessTextureEnabled) {\r\n if (!this._thicknessTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n\r\n const refractionTexture = this._getRefractionTexture(scene);\r\n if (refractionTexture && MaterialFlags.RefractionTextureEnabled) {\r\n if (!refractionTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public prepareDefinesBeforeAttributes(defines: MaterialSubSurfaceDefines, scene: Scene): void {\r\n if (!this._isRefractionEnabled && !this._isTranslucencyEnabled && !this._isScatteringEnabled) {\r\n defines.SUBSURFACE = false;\r\n defines.SS_TRANSLUCENCY = false;\r\n defines.SS_SCATTERING = false;\r\n defines.SS_REFRACTION = false;\r\n defines.SS_REFRACTION_USE_INTENSITY_FROM_TEXTURE = false;\r\n defines.SS_TRANSLUCENCY_USE_INTENSITY_FROM_TEXTURE = false;\r\n defines.SS_THICKNESSANDMASK_TEXTURE = false;\r\n defines.SS_THICKNESSANDMASK_TEXTUREDIRECTUV = 0;\r\n defines.SS_HAS_THICKNESS = false;\r\n defines.SS_REFRACTIONINTENSITY_TEXTURE = false;\r\n defines.SS_REFRACTIONINTENSITY_TEXTUREDIRECTUV = 0;\r\n defines.SS_TRANSLUCENCYINTENSITY_TEXTURE = false;\r\n defines.SS_TRANSLUCENCYINTENSITY_TEXTUREDIRECTUV = 0;\r\n defines.SS_REFRACTIONMAP_3D = false;\r\n defines.SS_REFRACTIONMAP_OPPOSITEZ = false;\r\n defines.SS_LODINREFRACTIONALPHA = false;\r\n defines.SS_GAMMAREFRACTION = false;\r\n defines.SS_RGBDREFRACTION = false;\r\n defines.SS_LINEARSPECULARREFRACTION = false;\r\n defines.SS_LINKREFRACTIONTOTRANSPARENCY = false;\r\n defines.SS_ALBEDOFORREFRACTIONTINT = false;\r\n defines.SS_ALBEDOFORTRANSLUCENCYTINT = false;\r\n defines.SS_USE_LOCAL_REFRACTIONMAP_CUBIC = false;\r\n defines.SS_USE_THICKNESS_AS_DEPTH = false;\r\n defines.SS_MASK_FROM_THICKNESS_TEXTURE = false;\r\n defines.SS_USE_GLTF_TEXTURES = false;\r\n return;\r\n }\r\n\r\n if (defines._areTexturesDirty) {\r\n defines.SUBSURFACE = true;\r\n\r\n defines.SS_TRANSLUCENCY = this._isTranslucencyEnabled;\r\n defines.SS_TRANSLUCENCY_USE_INTENSITY_FROM_TEXTURE = false;\r\n defines.SS_SCATTERING = this._isScatteringEnabled;\r\n defines.SS_THICKNESSANDMASK_TEXTURE = false;\r\n defines.SS_REFRACTIONINTENSITY_TEXTURE = false;\r\n defines.SS_TRANSLUCENCYINTENSITY_TEXTURE = false;\r\n defines.SS_HAS_THICKNESS = false;\r\n defines.SS_MASK_FROM_THICKNESS_TEXTURE = false;\r\n defines.SS_USE_GLTF_TEXTURES = false;\r\n defines.SS_REFRACTION = false;\r\n defines.SS_REFRACTION_USE_INTENSITY_FROM_TEXTURE = false;\r\n defines.SS_REFRACTIONMAP_3D = false;\r\n defines.SS_GAMMAREFRACTION = false;\r\n defines.SS_RGBDREFRACTION = false;\r\n defines.SS_LINEARSPECULARREFRACTION = false;\r\n defines.SS_REFRACTIONMAP_OPPOSITEZ = false;\r\n defines.SS_LODINREFRACTIONALPHA = false;\r\n defines.SS_LINKREFRACTIONTOTRANSPARENCY = false;\r\n defines.SS_ALBEDOFORREFRACTIONTINT = false;\r\n defines.SS_ALBEDOFORTRANSLUCENCYTINT = false;\r\n defines.SS_USE_LOCAL_REFRACTIONMAP_CUBIC = false;\r\n defines.SS_USE_THICKNESS_AS_DEPTH = false;\r\n\r\n const refractionIntensityTextureIsThicknessTexture =\r\n !!this._thicknessTexture &&\r\n !!this._refractionIntensityTexture &&\r\n this._refractionIntensityTexture.checkTransformsAreIdentical(this._thicknessTexture) &&\r\n this._refractionIntensityTexture._texture === this._thicknessTexture._texture;\r\n\r\n const translucencyIntensityTextureIsThicknessTexture =\r\n !!this._thicknessTexture &&\r\n !!this._translucencyIntensityTexture &&\r\n this._translucencyIntensityTexture.checkTransformsAreIdentical(this._thicknessTexture) &&\r\n this._translucencyIntensityTexture._texture === this._thicknessTexture._texture;\r\n\r\n // if true, it means the refraction/translucency textures are the same than the thickness texture so there's no need to pass them to the shader, only thicknessTexture\r\n const useOnlyThicknessTexture =\r\n (refractionIntensityTextureIsThicknessTexture || !this._refractionIntensityTexture) &&\r\n (translucencyIntensityTextureIsThicknessTexture || !this._translucencyIntensityTexture);\r\n\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._thicknessTexture && MaterialFlags.ThicknessTextureEnabled) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._thicknessTexture, defines, \"SS_THICKNESSANDMASK_TEXTURE\");\r\n }\r\n\r\n if (this._refractionIntensityTexture && MaterialFlags.RefractionIntensityTextureEnabled && !useOnlyThicknessTexture) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._refractionIntensityTexture, defines, \"SS_REFRACTIONINTENSITY_TEXTURE\");\r\n }\r\n\r\n if (this._translucencyIntensityTexture && MaterialFlags.TranslucencyIntensityTextureEnabled && !useOnlyThicknessTexture) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._translucencyIntensityTexture, defines, \"SS_TRANSLUCENCYINTENSITY_TEXTURE\");\r\n }\r\n }\r\n }\r\n\r\n defines.SS_HAS_THICKNESS = this.maximumThickness - this.minimumThickness !== 0.0;\r\n defines.SS_MASK_FROM_THICKNESS_TEXTURE =\r\n (this._useMaskFromThicknessTexture || !!this._refractionIntensityTexture || !!this._translucencyIntensityTexture) && useOnlyThicknessTexture;\r\n defines.SS_USE_GLTF_TEXTURES = this._useGltfStyleTextures;\r\n defines.SS_REFRACTION_USE_INTENSITY_FROM_TEXTURE = (this._useMaskFromThicknessTexture || !!this._refractionIntensityTexture) && useOnlyThicknessTexture;\r\n defines.SS_TRANSLUCENCY_USE_INTENSITY_FROM_TEXTURE = (this._useMaskFromThicknessTexture || !!this._translucencyIntensityTexture) && useOnlyThicknessTexture;\r\n\r\n if (this._isRefractionEnabled) {\r\n if (scene.texturesEnabled) {\r\n const refractionTexture = this._getRefractionTexture(scene);\r\n if (refractionTexture && MaterialFlags.RefractionTextureEnabled) {\r\n defines.SS_REFRACTION = true;\r\n defines.SS_REFRACTIONMAP_3D = refractionTexture.isCube;\r\n defines.SS_GAMMAREFRACTION = refractionTexture.gammaSpace;\r\n defines.SS_RGBDREFRACTION = refractionTexture.isRGBD;\r\n defines.SS_LINEARSPECULARREFRACTION = refractionTexture.linearSpecularLOD;\r\n defines.SS_REFRACTIONMAP_OPPOSITEZ = refractionTexture.invertZ;\r\n defines.SS_LODINREFRACTIONALPHA = refractionTexture.lodLevelInAlpha;\r\n defines.SS_LINKREFRACTIONTOTRANSPARENCY = this._linkRefractionWithTransparency;\r\n defines.SS_ALBEDOFORREFRACTIONTINT = this.useAlbedoToTintRefraction;\r\n defines.SS_USE_LOCAL_REFRACTIONMAP_CUBIC = refractionTexture.isCube && (<any>refractionTexture).boundingBoxSize;\r\n defines.SS_USE_THICKNESS_AS_DEPTH = this.useThicknessAsDepth;\r\n }\r\n }\r\n }\r\n\r\n if (this._isTranslucencyEnabled) {\r\n defines.SS_ALBEDOFORTRANSLUCENCYTINT = this.useAlbedoToTintTranslucency;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Binds the material data (this function is called even if mustRebind() returns false)\r\n * @param uniformBuffer defines the Uniform buffer to fill in.\r\n * @param scene defines the scene the material belongs to.\r\n * @param engine defines the engine the material belongs to.\r\n * @param subMesh the submesh to bind data for\r\n */\r\n public hardBindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, subMesh: SubMesh): void {\r\n if (!this._isRefractionEnabled && !this._isTranslucencyEnabled && !this._isScatteringEnabled) {\r\n return;\r\n }\r\n\r\n subMesh.getRenderingMesh().getWorldMatrix().decompose(TmpVectors.Vector3[0]);\r\n\r\n const thicknessScale = Math.max(Math.abs(TmpVectors.Vector3[0].x), Math.abs(TmpVectors.Vector3[0].y), Math.abs(TmpVectors.Vector3[0].z));\r\n\r\n uniformBuffer.updateFloat2(\"vThicknessParam\", this.minimumThickness * thicknessScale, (this.maximumThickness - this.minimumThickness) * thicknessScale);\r\n }\r\n\r\n public bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, subMesh: SubMesh): void {\r\n if (!this._isRefractionEnabled && !this._isTranslucencyEnabled && !this._isScatteringEnabled) {\r\n return;\r\n }\r\n\r\n const defines = subMesh!.materialDefines as unknown as MaterialSubSurfaceDefines;\r\n\r\n const isFrozen = this._material.isFrozen;\r\n const realTimeFiltering = this._material.realTimeFiltering;\r\n const lodBasedMicrosurface = defines.LODBASEDMICROSFURACE;\r\n\r\n const refractionTexture = this._getRefractionTexture(scene);\r\n\r\n if (!uniformBuffer.useUbo || !isFrozen || !uniformBuffer.isSync) {\r\n if (this._thicknessTexture && MaterialFlags.ThicknessTextureEnabled) {\r\n uniformBuffer.updateFloat2(\"vThicknessInfos\", this._thicknessTexture.coordinatesIndex, this._thicknessTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._thicknessTexture, uniformBuffer, \"thickness\");\r\n }\r\n\r\n if (this._refractionIntensityTexture && MaterialFlags.RefractionIntensityTextureEnabled && defines.SS_REFRACTIONINTENSITY_TEXTURE) {\r\n uniformBuffer.updateFloat2(\"vRefractionIntensityInfos\", this._refractionIntensityTexture.coordinatesIndex, this._refractionIntensityTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._refractionIntensityTexture, uniformBuffer, \"refractionIntensity\");\r\n }\r\n\r\n if (this._translucencyIntensityTexture && MaterialFlags.TranslucencyIntensityTextureEnabled && defines.SS_TRANSLUCENCYINTENSITY_TEXTURE) {\r\n uniformBuffer.updateFloat2(\"vTranslucencyIntensityInfos\", this._translucencyIntensityTexture.coordinatesIndex, this._translucencyIntensityTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._translucencyIntensityTexture, uniformBuffer, \"translucencyIntensity\");\r\n }\r\n\r\n if (refractionTexture && MaterialFlags.RefractionTextureEnabled) {\r\n uniformBuffer.updateMatrix(\"refractionMatrix\", refractionTexture.getReflectionTextureMatrix());\r\n\r\n let depth = 1.0;\r\n if (!refractionTexture.isCube) {\r\n if ((<any>refractionTexture).depth) {\r\n depth = (<any>refractionTexture).depth;\r\n }\r\n }\r\n\r\n const width = refractionTexture.getSize().width;\r\n const refractionIor = this.volumeIndexOfRefraction;\r\n uniformBuffer.updateFloat4(\"vRefractionInfos\", refractionTexture.level, 1 / refractionIor, depth, this._invertRefractionY ? -1 : 1);\r\n uniformBuffer.updateFloat4(\r\n \"vRefractionMicrosurfaceInfos\",\r\n width,\r\n refractionTexture.lodGenerationScale,\r\n refractionTexture.lodGenerationOffset,\r\n 1.0 / this.indexOfRefraction\r\n );\r\n\r\n if (realTimeFiltering) {\r\n uniformBuffer.updateFloat2(\"vRefractionFilteringInfo\", width, Scalar.Log2(width));\r\n }\r\n\r\n if ((<any>refractionTexture).boundingBoxSize) {\r\n const cubeTexture = <CubeTexture>refractionTexture;\r\n\r\n uniformBuffer.updateVector3(\"vRefractionPosition\", cubeTexture.boundingBoxPosition);\r\n uniformBuffer.updateVector3(\"vRefractionSize\", cubeTexture.boundingBoxSize);\r\n }\r\n }\r\n\r\n if (this._isScatteringEnabled) {\r\n uniformBuffer.updateFloat(\"scatteringDiffusionProfile\", this._scatteringDiffusionProfileIndex);\r\n }\r\n uniformBuffer.updateColor3(\"vDiffusionDistance\", this.diffusionDistance);\r\n\r\n uniformBuffer.updateFloat4(\"vTintColor\", this.tintColor.r, this.tintColor.g, this.tintColor.b, Math.max(0.00001, this.tintColorAtDistance));\r\n\r\n uniformBuffer.updateFloat3(\"vSubSurfaceIntensity\", this.refractionIntensity, this.translucencyIntensity, 0);\r\n }\r\n\r\n // Textures\r\n if (scene.texturesEnabled) {\r\n if (this._thicknessTexture && MaterialFlags.ThicknessTextureEnabled) {\r\n uniformBuffer.setTexture(\"thicknessSampler\", this._thicknessTexture);\r\n }\r\n\r\n if (this._refractionIntensityTexture && MaterialFlags.RefractionIntensityTextureEnabled && defines.SS_REFRACTIONINTENSITY_TEXTURE) {\r\n uniformBuffer.setTexture(\"refractionIntensitySampler\", this._refractionIntensityTexture);\r\n }\r\n\r\n if (this._translucencyIntensityTexture && MaterialFlags.TranslucencyIntensityTextureEnabled && defines.SS_TRANSLUCENCYINTENSITY_TEXTURE) {\r\n uniformBuffer.setTexture(\"translucencyIntensitySampler\", this._translucencyIntensityTexture);\r\n }\r\n\r\n if (refractionTexture && MaterialFlags.RefractionTextureEnabled) {\r\n if (lodBasedMicrosurface) {\r\n uniformBuffer.setTexture(\"refractionSampler\", refractionTexture);\r\n } else {\r\n uniformBuffer.setTexture(\"refractionSampler\", refractionTexture._lodTextureMid || refractionTexture);\r\n uniformBuffer.setTexture(\"refractionSamplerLow\", refractionTexture._lodTextureLow || refractionTexture);\r\n uniformBuffer.setTexture(\"refractionSamplerHigh\", refractionTexture._lodTextureHigh || refractionTexture);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Returns the texture used for refraction or null if none is used.\r\n * @param scene defines the scene the material belongs to.\r\n * @returns - Refraction texture if present. If no refraction texture and refraction\r\n * is linked with transparency, returns environment texture. Otherwise, returns null.\r\n */\r\n private _getRefractionTexture(scene: Scene): Nullable<BaseTexture> {\r\n if (this._refractionTexture) {\r\n return this._refractionTexture;\r\n }\r\n\r\n if (this._isRefractionEnabled) {\r\n return scene.environmentTexture;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Returns true if alpha blending should be disabled.\r\n */\r\n public get disableAlphaBlending(): boolean {\r\n return this._isRefractionEnabled && this._linkRefractionWithTransparency;\r\n }\r\n\r\n /**\r\n * Fills the list of render target textures.\r\n * @param renderTargets the list of render targets to update\r\n */\r\n public fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void {\r\n if (MaterialFlags.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {\r\n renderTargets.push(<RenderTargetTexture>this._refractionTexture);\r\n }\r\n }\r\n\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (this._thicknessTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._refractionTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public hasRenderTargetTextures(): boolean {\r\n if (MaterialFlags.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public getActiveTextures(activeTextures: BaseTexture[]): void {\r\n if (this._thicknessTexture) {\r\n activeTextures.push(this._thicknessTexture);\r\n }\r\n\r\n if (this._refractionTexture) {\r\n activeTextures.push(this._refractionTexture);\r\n }\r\n }\r\n\r\n public getAnimatables(animatables: IAnimatable[]): void {\r\n if (this._thicknessTexture && this._thicknessTexture.animations && this._thicknessTexture.animations.length > 0) {\r\n animatables.push(this._thicknessTexture);\r\n }\r\n\r\n if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {\r\n animatables.push(this._refractionTexture);\r\n }\r\n }\r\n\r\n public dispose(forceDisposeTextures?: boolean): void {\r\n if (forceDisposeTextures) {\r\n if (this._thicknessTexture) {\r\n this._thicknessTexture.dispose();\r\n }\r\n\r\n if (this._refractionTexture) {\r\n this._refractionTexture.dispose();\r\n }\r\n }\r\n }\r\n\r\n public getClassName(): string {\r\n return \"PBRSubSurfaceConfiguration\";\r\n }\r\n\r\n public addFallbacks(defines: MaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number {\r\n if (defines.SS_SCATTERING) {\r\n fallbacks.addFallback(currentRank++, \"SS_SCATTERING\");\r\n }\r\n if (defines.SS_TRANSLUCENCY) {\r\n fallbacks.addFallback(currentRank++, \"SS_TRANSLUCENCY\");\r\n }\r\n return currentRank;\r\n }\r\n\r\n public getSamplers(samplers: string[]): void {\r\n samplers.push(\"thicknessSampler\", \"refractionIntensitySampler\", \"translucencyIntensitySampler\", \"refractionSampler\", \"refractionSamplerLow\", \"refractionSamplerHigh\");\r\n }\r\n\r\n public getUniforms(): { ubo?: Array<{ name: string; size: number; type: string }>; vertex?: string; fragment?: string } {\r\n return {\r\n ubo: [\r\n { name: \"vRefractionMicrosurfaceInfos\", size: 4, type: \"vec4\" },\r\n { name: \"vRefractionFilteringInfo\", size: 2, type: \"vec2\" },\r\n { name: \"vTranslucencyIntensityInfos\", size: 2, type: \"vec2\" },\r\n { name: \"vRefractionInfos\", size: 4, type: \"vec4\" },\r\n { name: \"refractionMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"vThicknessInfos\", size: 2, type: \"vec2\" },\r\n { name: \"vRefractionIntensityInfos\", size: 2, type: \"vec2\" },\r\n { name: \"thicknessMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"refractionIntensityMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"translucencyIntensityMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"vThicknessParam\", size: 2, type: \"vec2\" },\r\n { name: \"vDiffusionDistance\", size: 3, type: \"vec3\" },\r\n { name: \"vTintColor\", size: 4, type: \"vec4\" },\r\n { name: \"vSubSurfaceIntensity\", size: 3, type: \"vec3\" },\r\n { name: \"vRefractionPosition\", size: 3, type: \"vec3\" },\r\n { name: \"vRefractionSize\", size: 3, type: \"vec3\" },\r\n { name: \"scatteringDiffusionProfile\", size: 1, type: \"float\" },\r\n ],\r\n };\r\n }\r\n}\r\n"]}
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1
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+
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"../../types\";\r\nimport type { IAnimatable } from \"../../Animations/animatable.interface\";\r\nimport { serialize, serializeAsTexture, expandToProperty, serializeAsColor3 } from \"../../Misc/decorators\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\nimport type { SmartArray } from \"../../Misc/smartArray\";\r\nimport type { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport type { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport { MaterialFlags } from \"../materialFlags\";\r\nimport type { UniformBuffer } from \"../../Materials/uniformBuffer\";\r\nimport { MaterialHelper } from \"../../Materials/materialHelper\";\r\nimport type { EffectFallbacks } from \"../effectFallbacks\";\r\nimport { Scalar } from \"../../Maths/math.scalar\";\r\nimport type { CubeTexture } from \"../Textures/cubeTexture\";\r\nimport { TmpVectors } from \"../../Maths/math.vector\";\r\nimport type { SubMesh } from \"../../Meshes/subMesh\";\r\nimport { MaterialPluginBase } from \"../materialPluginBase\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { MaterialDefines } from \"../materialDefines\";\r\n\r\ndeclare type Engine = import(\"../../Engines/engine\").Engine;\r\ndeclare type Scene = import(\"../../scene\").Scene;\r\ndeclare type PBRBaseMaterial = import(\"./pbrBaseMaterial\").PBRBaseMaterial;\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class MaterialSubSurfaceDefines extends MaterialDefines {\r\n public SUBSURFACE = false;\r\n\r\n public SS_REFRACTION = false;\r\n public SS_REFRACTION_USE_INTENSITY_FROM_TEXTURE = false;\r\n public SS_TRANSLUCENCY = false;\r\n public SS_TRANSLUCENCY_USE_INTENSITY_FROM_TEXTURE = false;\r\n public SS_SCATTERING = false;\r\n\r\n public SS_THICKNESSANDMASK_TEXTURE = false;\r\n public SS_THICKNESSANDMASK_TEXTUREDIRECTUV = 0;\r\n public SS_HAS_THICKNESS = false;\r\n public SS_REFRACTIONINTENSITY_TEXTURE = false;\r\n public SS_REFRACTIONINTENSITY_TEXTUREDIRECTUV = 0;\r\n public SS_TRANSLUCENCYINTENSITY_TEXTURE = false;\r\n public SS_TRANSLUCENCYINTENSITY_TEXTUREDIRECTUV = 0;\r\n\r\n public SS_REFRACTIONMAP_3D = false;\r\n public SS_REFRACTIONMAP_OPPOSITEZ = false;\r\n public SS_LODINREFRACTIONALPHA = false;\r\n public SS_GAMMAREFRACTION = false;\r\n public SS_RGBDREFRACTION = false;\r\n public SS_LINEARSPECULARREFRACTION = false;\r\n public SS_LINKREFRACTIONTOTRANSPARENCY = false;\r\n public SS_ALBEDOFORREFRACTIONTINT = false;\r\n public SS_ALBEDOFORTRANSLUCENCYTINT = false;\r\n public SS_USE_LOCAL_REFRACTIONMAP_CUBIC = false;\r\n public SS_USE_THICKNESS_AS_DEPTH = false;\r\n\r\n public SS_MASK_FROM_THICKNESS_TEXTURE = false;\r\n public SS_USE_GLTF_TEXTURES = false;\r\n}\r\n\r\n/**\r\n * Plugin that implements the sub surface component of the PBR material\r\n */\r\nexport class PBRSubSurfaceConfiguration extends MaterialPluginBase {\r\n protected _material: PBRBaseMaterial;\r\n\r\n private _isRefractionEnabled = false;\r\n /**\r\n * Defines if the refraction is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isRefractionEnabled = false;\r\n\r\n private _isTranslucencyEnabled = false;\r\n /**\r\n * Defines if the translucency is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isTranslucencyEnabled = false;\r\n\r\n private _isScatteringEnabled = false;\r\n /**\r\n * Defines if the sub surface scattering is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markScenePrePassDirty\")\r\n public isScatteringEnabled = false;\r\n\r\n @serialize()\r\n private _scatteringDiffusionProfileIndex = 0;\r\n\r\n /**\r\n * Diffusion profile for subsurface scattering.\r\n * Useful for better scattering in the skins or foliages.\r\n */\r\n public get scatteringDiffusionProfile(): Nullable<Color3> {\r\n if (!this._scene.subSurfaceConfiguration) {\r\n return null;\r\n }\r\n\r\n return this._scene.subSurfaceConfiguration.ssDiffusionProfileColors[this._scatteringDiffusionProfileIndex];\r\n }\r\n\r\n public set scatteringDiffusionProfile(c: Nullable<Color3>) {\r\n if (!this._scene.enableSubSurfaceForPrePass()) {\r\n // Not supported\r\n return;\r\n }\r\n\r\n // addDiffusionProfile automatically checks for doubles\r\n if (c) {\r\n this._scatteringDiffusionProfileIndex = this._scene.subSurfaceConfiguration!.addDiffusionProfile(c);\r\n }\r\n }\r\n\r\n /**\r\n * Defines the refraction intensity of the material.\r\n * The refraction when enabled replaces the Diffuse part of the material.\r\n * The intensity helps transitioning between diffuse and refraction.\r\n */\r\n @serialize()\r\n public refractionIntensity: number = 1;\r\n\r\n /**\r\n * Defines the translucency intensity of the material.\r\n * When translucency has been enabled, this defines how much of the \"translucency\"\r\n * is added to the diffuse part of the material.\r\n */\r\n @serialize()\r\n public translucencyIntensity: number = 1;\r\n\r\n /**\r\n * When enabled, transparent surfaces will be tinted with the albedo colour (independent of thickness)\r\n */\r\n @serialize()\r\n public useAlbedoToTintRefraction: boolean = false;\r\n\r\n /**\r\n * When enabled, translucent surfaces will be tinted with the albedo colour (independent of thickness)\r\n */\r\n @serialize()\r\n public useAlbedoToTintTranslucency: boolean = false;\r\n\r\n private _thicknessTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).\r\n * The red (or green if useGltfStyleTextures=true) channel of the texture should contain the thickness remapped between 0 and 1.\r\n * 0 would mean minimumThickness\r\n * 1 would mean maximumThickness\r\n * The other channels might be use as a mask to vary the different effects intensity.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public thicknessTexture: Nullable<BaseTexture> = null;\r\n\r\n private _refractionTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Defines the texture to use for refraction.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public refractionTexture: Nullable<BaseTexture> = null;\r\n\r\n /** @internal */\r\n public _indexOfRefraction = 1.5;\r\n /**\r\n * Index of refraction of the material base layer.\r\n * https://en.wikipedia.org/wiki/List_of_refractive_indices\r\n *\r\n * This does not only impact refraction but also the Base F0 of Dielectric Materials.\r\n *\r\n * From dielectric fresnel rules: F0 = square((iorT - iorI) / (iorT + iorI))\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public indexOfRefraction = 1.5;\r\n\r\n @serialize()\r\n private _volumeIndexOfRefraction = -1.0;\r\n\r\n /**\r\n * Index of refraction of the material's volume.\r\n * https://en.wikipedia.org/wiki/List_of_refractive_indices\r\n *\r\n * This ONLY impacts refraction. If not provided or given a non-valid value,\r\n * the volume will use the same IOR as the surface.\r\n */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public get volumeIndexOfRefraction(): number {\r\n if (this._volumeIndexOfRefraction >= 1.0) {\r\n return this._volumeIndexOfRefraction;\r\n }\r\n return this._indexOfRefraction;\r\n }\r\n public set volumeIndexOfRefraction(value: number) {\r\n if (value >= 1.0) {\r\n this._volumeIndexOfRefraction = value;\r\n } else {\r\n this._volumeIndexOfRefraction = -1.0;\r\n }\r\n }\r\n\r\n private _invertRefractionY = false;\r\n /**\r\n * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public invertRefractionY = false;\r\n\r\n /** @internal */\r\n public _linkRefractionWithTransparency = false;\r\n /**\r\n * This parameters will make the material used its opacity to control how much it is refracting against not.\r\n * Materials half opaque for instance using refraction could benefit from this control.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public linkRefractionWithTransparency = false;\r\n\r\n /**\r\n * Defines the minimum thickness stored in the thickness map.\r\n * If no thickness map is defined, this value will be used to simulate thickness.\r\n */\r\n @serialize()\r\n public minimumThickness: number = 0;\r\n\r\n /**\r\n * Defines the maximum thickness stored in the thickness map.\r\n */\r\n @serialize()\r\n public maximumThickness: number = 1;\r\n\r\n /**\r\n * Defines that the thickness should be used as a measure of the depth volume.\r\n */\r\n @serialize()\r\n public useThicknessAsDepth = false;\r\n\r\n /**\r\n * Defines the volume tint of the material.\r\n * This is used for both translucency and scattering.\r\n */\r\n @serializeAsColor3()\r\n public tintColor = Color3.White();\r\n\r\n /**\r\n * Defines the distance at which the tint color should be found in the media.\r\n * This is used for refraction only.\r\n */\r\n @serialize()\r\n public tintColorAtDistance = 1;\r\n\r\n /**\r\n * Defines how far each channel transmit through the media.\r\n * It is defined as a color to simplify it selection.\r\n */\r\n @serializeAsColor3()\r\n public diffusionDistance = Color3.White();\r\n\r\n private _useMaskFromThicknessTexture = false;\r\n /**\r\n * Stores the intensity of the different subsurface effects in the thickness texture.\r\n * Note that if refractionIntensityTexture and/or translucencyIntensityTexture is provided it takes precedence over thicknessTexture + useMaskFromThicknessTexture\r\n * * the green (red if useGltfStyleTextures = true) channel is the refraction intensity.\r\n * * the blue channel is the translucency intensity.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useMaskFromThicknessTexture: boolean = false;\r\n\r\n private _refractionIntensityTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the intensity of the refraction. If provided, it takes precedence over thicknessTexture + useMaskFromThicknessTexture\r\n * * the green (red if useGltfStyleTextures = true) channel is the refraction intensity.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public refractionIntensityTexture: Nullable<BaseTexture> = null;\r\n\r\n private _translucencyIntensityTexture: Nullable<BaseTexture> = null;\r\n /**\r\n * Stores the intensity of the translucency. If provided, it takes precedence over thicknessTexture + useMaskFromThicknessTexture\r\n * * the blue channel is the translucency intensity.\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public translucencyIntensityTexture: Nullable<BaseTexture> = null;\r\n\r\n private _scene: Scene;\r\n private _useGltfStyleTextures = false;\r\n /**\r\n * Use channels layout used by glTF:\r\n * * thicknessTexture: the green (instead of red) channel is the thickness\r\n * * thicknessTexture/refractionIntensityTexture: the red (instead of green) channel is the refraction intensity\r\n * * thicknessTexture/translucencyIntensityTexture: no change, use the blue channel for the translucency intensity\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public useGltfStyleTextures: boolean = false;\r\n\r\n /** @internal */\r\n private _internalMarkAllSubMeshesAsTexturesDirty: () => void;\r\n private _internalMarkScenePrePassDirty: () => void;\r\n\r\n /** @internal */\r\n public _markAllSubMeshesAsTexturesDirty(): void {\r\n this._enable(this._isRefractionEnabled || this._isTranslucencyEnabled || this._isScatteringEnabled);\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n }\r\n /** @internal */\r\n public _markScenePrePassDirty(): void {\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n this._internalMarkScenePrePassDirty();\r\n }\r\n\r\n constructor(material: PBRBaseMaterial, addToPluginList = true) {\r\n super(material, \"PBRSubSurface\", 130, new MaterialSubSurfaceDefines(), addToPluginList);\r\n\r\n this._scene = material.getScene();\r\n this.registerForExtraEvents = true;\r\n\r\n this._internalMarkAllSubMeshesAsTexturesDirty = material._dirtyCallbacks[Constants.MATERIAL_TextureDirtyFlag];\r\n this._internalMarkScenePrePassDirty = material._dirtyCallbacks[Constants.MATERIAL_PrePassDirtyFlag];\r\n }\r\n\r\n public isReadyForSubMesh(defines: MaterialSubSurfaceDefines, scene: Scene): boolean {\r\n if (!this._isRefractionEnabled && !this._isTranslucencyEnabled && !this._isScatteringEnabled) {\r\n return true;\r\n }\r\n\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._thicknessTexture && MaterialFlags.ThicknessTextureEnabled) {\r\n if (!this._thicknessTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n\r\n const refractionTexture = this._getRefractionTexture(scene);\r\n if (refractionTexture && MaterialFlags.RefractionTextureEnabled) {\r\n if (!refractionTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public prepareDefinesBeforeAttributes(defines: MaterialSubSurfaceDefines, scene: Scene): void {\r\n if (!this._isRefractionEnabled && !this._isTranslucencyEnabled && !this._isScatteringEnabled) {\r\n defines.SUBSURFACE = false;\r\n defines.SS_TRANSLUCENCY = false;\r\n defines.SS_SCATTERING = false;\r\n defines.SS_REFRACTION = false;\r\n defines.SS_REFRACTION_USE_INTENSITY_FROM_TEXTURE = false;\r\n defines.SS_TRANSLUCENCY_USE_INTENSITY_FROM_TEXTURE = false;\r\n defines.SS_THICKNESSANDMASK_TEXTURE = false;\r\n defines.SS_THICKNESSANDMASK_TEXTUREDIRECTUV = 0;\r\n defines.SS_HAS_THICKNESS = false;\r\n defines.SS_REFRACTIONINTENSITY_TEXTURE = false;\r\n defines.SS_REFRACTIONINTENSITY_TEXTUREDIRECTUV = 0;\r\n defines.SS_TRANSLUCENCYINTENSITY_TEXTURE = false;\r\n defines.SS_TRANSLUCENCYINTENSITY_TEXTUREDIRECTUV = 0;\r\n defines.SS_REFRACTIONMAP_3D = false;\r\n defines.SS_REFRACTIONMAP_OPPOSITEZ = false;\r\n defines.SS_LODINREFRACTIONALPHA = false;\r\n defines.SS_GAMMAREFRACTION = false;\r\n defines.SS_RGBDREFRACTION = false;\r\n defines.SS_LINEARSPECULARREFRACTION = false;\r\n defines.SS_LINKREFRACTIONTOTRANSPARENCY = false;\r\n defines.SS_ALBEDOFORREFRACTIONTINT = false;\r\n defines.SS_ALBEDOFORTRANSLUCENCYTINT = false;\r\n defines.SS_USE_LOCAL_REFRACTIONMAP_CUBIC = false;\r\n defines.SS_USE_THICKNESS_AS_DEPTH = false;\r\n defines.SS_MASK_FROM_THICKNESS_TEXTURE = false;\r\n defines.SS_USE_GLTF_TEXTURES = false;\r\n return;\r\n }\r\n\r\n if (defines._areTexturesDirty) {\r\n defines.SUBSURFACE = true;\r\n\r\n defines.SS_TRANSLUCENCY = this._isTranslucencyEnabled;\r\n defines.SS_TRANSLUCENCY_USE_INTENSITY_FROM_TEXTURE = false;\r\n defines.SS_SCATTERING = this._isScatteringEnabled;\r\n defines.SS_THICKNESSANDMASK_TEXTURE = false;\r\n defines.SS_REFRACTIONINTENSITY_TEXTURE = false;\r\n defines.SS_TRANSLUCENCYINTENSITY_TEXTURE = false;\r\n defines.SS_HAS_THICKNESS = false;\r\n defines.SS_MASK_FROM_THICKNESS_TEXTURE = false;\r\n defines.SS_USE_GLTF_TEXTURES = false;\r\n defines.SS_REFRACTION = false;\r\n defines.SS_REFRACTION_USE_INTENSITY_FROM_TEXTURE = false;\r\n defines.SS_REFRACTIONMAP_3D = false;\r\n defines.SS_GAMMAREFRACTION = false;\r\n defines.SS_RGBDREFRACTION = false;\r\n defines.SS_LINEARSPECULARREFRACTION = false;\r\n defines.SS_REFRACTIONMAP_OPPOSITEZ = false;\r\n defines.SS_LODINREFRACTIONALPHA = false;\r\n defines.SS_LINKREFRACTIONTOTRANSPARENCY = false;\r\n defines.SS_ALBEDOFORREFRACTIONTINT = false;\r\n defines.SS_ALBEDOFORTRANSLUCENCYTINT = false;\r\n defines.SS_USE_LOCAL_REFRACTIONMAP_CUBIC = false;\r\n defines.SS_USE_THICKNESS_AS_DEPTH = false;\r\n\r\n const refractionIntensityTextureIsThicknessTexture =\r\n !!this._thicknessTexture &&\r\n !!this._refractionIntensityTexture &&\r\n this._refractionIntensityTexture.checkTransformsAreIdentical(this._thicknessTexture) &&\r\n this._refractionIntensityTexture._texture === this._thicknessTexture._texture;\r\n\r\n const translucencyIntensityTextureIsThicknessTexture =\r\n !!this._thicknessTexture &&\r\n !!this._translucencyIntensityTexture &&\r\n this._translucencyIntensityTexture.checkTransformsAreIdentical(this._thicknessTexture) &&\r\n this._translucencyIntensityTexture._texture === this._thicknessTexture._texture;\r\n\r\n // if true, it means the refraction/translucency textures are the same than the thickness texture so there's no need to pass them to the shader, only thicknessTexture\r\n const useOnlyThicknessTexture =\r\n (refractionIntensityTextureIsThicknessTexture || !this._refractionIntensityTexture) &&\r\n (translucencyIntensityTextureIsThicknessTexture || !this._translucencyIntensityTexture);\r\n\r\n if (defines._areTexturesDirty) {\r\n if (scene.texturesEnabled) {\r\n if (this._thicknessTexture && MaterialFlags.ThicknessTextureEnabled) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._thicknessTexture, defines, \"SS_THICKNESSANDMASK_TEXTURE\");\r\n }\r\n\r\n if (this._refractionIntensityTexture && MaterialFlags.RefractionIntensityTextureEnabled && !useOnlyThicknessTexture) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._refractionIntensityTexture, defines, \"SS_REFRACTIONINTENSITY_TEXTURE\");\r\n }\r\n\r\n if (this._translucencyIntensityTexture && MaterialFlags.TranslucencyIntensityTextureEnabled && !useOnlyThicknessTexture) {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._translucencyIntensityTexture, defines, \"SS_TRANSLUCENCYINTENSITY_TEXTURE\");\r\n }\r\n }\r\n }\r\n\r\n defines.SS_HAS_THICKNESS = this.maximumThickness - this.minimumThickness !== 0.0;\r\n defines.SS_MASK_FROM_THICKNESS_TEXTURE =\r\n (this._useMaskFromThicknessTexture || !!this._refractionIntensityTexture || !!this._translucencyIntensityTexture) && useOnlyThicknessTexture;\r\n defines.SS_USE_GLTF_TEXTURES = this._useGltfStyleTextures;\r\n defines.SS_REFRACTION_USE_INTENSITY_FROM_TEXTURE = (this._useMaskFromThicknessTexture || !!this._refractionIntensityTexture) && useOnlyThicknessTexture;\r\n defines.SS_TRANSLUCENCY_USE_INTENSITY_FROM_TEXTURE = (this._useMaskFromThicknessTexture || !!this._translucencyIntensityTexture) && useOnlyThicknessTexture;\r\n\r\n if (this._isRefractionEnabled) {\r\n if (scene.texturesEnabled) {\r\n const refractionTexture = this._getRefractionTexture(scene);\r\n if (refractionTexture && MaterialFlags.RefractionTextureEnabled) {\r\n defines.SS_REFRACTION = true;\r\n defines.SS_REFRACTIONMAP_3D = refractionTexture.isCube;\r\n defines.SS_GAMMAREFRACTION = refractionTexture.gammaSpace;\r\n defines.SS_RGBDREFRACTION = refractionTexture.isRGBD;\r\n defines.SS_LINEARSPECULARREFRACTION = refractionTexture.linearSpecularLOD;\r\n defines.SS_REFRACTIONMAP_OPPOSITEZ = this._scene.useRightHandedSystem && refractionTexture.isCube ? !refractionTexture.invertZ : refractionTexture.invertZ;\r\n defines.SS_LODINREFRACTIONALPHA = refractionTexture.lodLevelInAlpha;\r\n defines.SS_LINKREFRACTIONTOTRANSPARENCY = this._linkRefractionWithTransparency;\r\n defines.SS_ALBEDOFORREFRACTIONTINT = this.useAlbedoToTintRefraction;\r\n defines.SS_USE_LOCAL_REFRACTIONMAP_CUBIC = refractionTexture.isCube && (<any>refractionTexture).boundingBoxSize;\r\n defines.SS_USE_THICKNESS_AS_DEPTH = this.useThicknessAsDepth;\r\n }\r\n }\r\n }\r\n\r\n if (this._isTranslucencyEnabled) {\r\n defines.SS_ALBEDOFORTRANSLUCENCYTINT = this.useAlbedoToTintTranslucency;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Binds the material data (this function is called even if mustRebind() returns false)\r\n * @param uniformBuffer defines the Uniform buffer to fill in.\r\n * @param scene defines the scene the material belongs to.\r\n * @param engine defines the engine the material belongs to.\r\n * @param subMesh the submesh to bind data for\r\n */\r\n public hardBindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, subMesh: SubMesh): void {\r\n if (!this._isRefractionEnabled && !this._isTranslucencyEnabled && !this._isScatteringEnabled) {\r\n return;\r\n }\r\n\r\n subMesh.getRenderingMesh().getWorldMatrix().decompose(TmpVectors.Vector3[0]);\r\n\r\n const thicknessScale = Math.max(Math.abs(TmpVectors.Vector3[0].x), Math.abs(TmpVectors.Vector3[0].y), Math.abs(TmpVectors.Vector3[0].z));\r\n\r\n uniformBuffer.updateFloat2(\"vThicknessParam\", this.minimumThickness * thicknessScale, (this.maximumThickness - this.minimumThickness) * thicknessScale);\r\n }\r\n\r\n public bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, subMesh: SubMesh): void {\r\n if (!this._isRefractionEnabled && !this._isTranslucencyEnabled && !this._isScatteringEnabled) {\r\n return;\r\n }\r\n\r\n const defines = subMesh!.materialDefines as unknown as MaterialSubSurfaceDefines;\r\n\r\n const isFrozen = this._material.isFrozen;\r\n const realTimeFiltering = this._material.realTimeFiltering;\r\n const lodBasedMicrosurface = defines.LODBASEDMICROSFURACE;\r\n\r\n const refractionTexture = this._getRefractionTexture(scene);\r\n\r\n if (!uniformBuffer.useUbo || !isFrozen || !uniformBuffer.isSync) {\r\n if (this._thicknessTexture && MaterialFlags.ThicknessTextureEnabled) {\r\n uniformBuffer.updateFloat2(\"vThicknessInfos\", this._thicknessTexture.coordinatesIndex, this._thicknessTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._thicknessTexture, uniformBuffer, \"thickness\");\r\n }\r\n\r\n if (this._refractionIntensityTexture && MaterialFlags.RefractionIntensityTextureEnabled && defines.SS_REFRACTIONINTENSITY_TEXTURE) {\r\n uniformBuffer.updateFloat2(\"vRefractionIntensityInfos\", this._refractionIntensityTexture.coordinatesIndex, this._refractionIntensityTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._refractionIntensityTexture, uniformBuffer, \"refractionIntensity\");\r\n }\r\n\r\n if (this._translucencyIntensityTexture && MaterialFlags.TranslucencyIntensityTextureEnabled && defines.SS_TRANSLUCENCYINTENSITY_TEXTURE) {\r\n uniformBuffer.updateFloat2(\"vTranslucencyIntensityInfos\", this._translucencyIntensityTexture.coordinatesIndex, this._translucencyIntensityTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._translucencyIntensityTexture, uniformBuffer, \"translucencyIntensity\");\r\n }\r\n\r\n if (refractionTexture && MaterialFlags.RefractionTextureEnabled) {\r\n uniformBuffer.updateMatrix(\"refractionMatrix\", refractionTexture.getRefractionTextureMatrix());\r\n\r\n let depth = 1.0;\r\n if (!refractionTexture.isCube) {\r\n if ((<any>refractionTexture).depth) {\r\n depth = (<any>refractionTexture).depth;\r\n }\r\n }\r\n\r\n const width = refractionTexture.getSize().width;\r\n const refractionIor = this.volumeIndexOfRefraction;\r\n uniformBuffer.updateFloat4(\"vRefractionInfos\", refractionTexture.level, 1 / refractionIor, depth, this._invertRefractionY ? -1 : 1);\r\n uniformBuffer.updateFloat4(\r\n \"vRefractionMicrosurfaceInfos\",\r\n width,\r\n refractionTexture.lodGenerationScale,\r\n refractionTexture.lodGenerationOffset,\r\n 1.0 / this.indexOfRefraction\r\n );\r\n\r\n if (realTimeFiltering) {\r\n uniformBuffer.updateFloat2(\"vRefractionFilteringInfo\", width, Scalar.Log2(width));\r\n }\r\n\r\n if ((<any>refractionTexture).boundingBoxSize) {\r\n const cubeTexture = <CubeTexture>refractionTexture;\r\n\r\n uniformBuffer.updateVector3(\"vRefractionPosition\", cubeTexture.boundingBoxPosition);\r\n uniformBuffer.updateVector3(\"vRefractionSize\", cubeTexture.boundingBoxSize);\r\n }\r\n }\r\n\r\n if (this._isScatteringEnabled) {\r\n uniformBuffer.updateFloat(\"scatteringDiffusionProfile\", this._scatteringDiffusionProfileIndex);\r\n }\r\n uniformBuffer.updateColor3(\"vDiffusionDistance\", this.diffusionDistance);\r\n\r\n uniformBuffer.updateFloat4(\"vTintColor\", this.tintColor.r, this.tintColor.g, this.tintColor.b, Math.max(0.00001, this.tintColorAtDistance));\r\n\r\n uniformBuffer.updateFloat3(\"vSubSurfaceIntensity\", this.refractionIntensity, this.translucencyIntensity, 0);\r\n }\r\n\r\n // Textures\r\n if (scene.texturesEnabled) {\r\n if (this._thicknessTexture && MaterialFlags.ThicknessTextureEnabled) {\r\n uniformBuffer.setTexture(\"thicknessSampler\", this._thicknessTexture);\r\n }\r\n\r\n if (this._refractionIntensityTexture && MaterialFlags.RefractionIntensityTextureEnabled && defines.SS_REFRACTIONINTENSITY_TEXTURE) {\r\n uniformBuffer.setTexture(\"refractionIntensitySampler\", this._refractionIntensityTexture);\r\n }\r\n\r\n if (this._translucencyIntensityTexture && MaterialFlags.TranslucencyIntensityTextureEnabled && defines.SS_TRANSLUCENCYINTENSITY_TEXTURE) {\r\n uniformBuffer.setTexture(\"translucencyIntensitySampler\", this._translucencyIntensityTexture);\r\n }\r\n\r\n if (refractionTexture && MaterialFlags.RefractionTextureEnabled) {\r\n if (lodBasedMicrosurface) {\r\n uniformBuffer.setTexture(\"refractionSampler\", refractionTexture);\r\n } else {\r\n uniformBuffer.setTexture(\"refractionSampler\", refractionTexture._lodTextureMid || refractionTexture);\r\n uniformBuffer.setTexture(\"refractionSamplerLow\", refractionTexture._lodTextureLow || refractionTexture);\r\n uniformBuffer.setTexture(\"refractionSamplerHigh\", refractionTexture._lodTextureHigh || refractionTexture);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Returns the texture used for refraction or null if none is used.\r\n * @param scene defines the scene the material belongs to.\r\n * @returns - Refraction texture if present. If no refraction texture and refraction\r\n * is linked with transparency, returns environment texture. Otherwise, returns null.\r\n */\r\n private _getRefractionTexture(scene: Scene): Nullable<BaseTexture> {\r\n if (this._refractionTexture) {\r\n return this._refractionTexture;\r\n }\r\n\r\n if (this._isRefractionEnabled) {\r\n return scene.environmentTexture;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Returns true if alpha blending should be disabled.\r\n */\r\n public get disableAlphaBlending(): boolean {\r\n return this._isRefractionEnabled && this._linkRefractionWithTransparency;\r\n }\r\n\r\n /**\r\n * Fills the list of render target textures.\r\n * @param renderTargets the list of render targets to update\r\n */\r\n public fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void {\r\n if (MaterialFlags.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {\r\n renderTargets.push(<RenderTargetTexture>this._refractionTexture);\r\n }\r\n }\r\n\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (this._thicknessTexture === texture) {\r\n return true;\r\n }\r\n\r\n if (this._refractionTexture === texture) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public hasRenderTargetTextures(): boolean {\r\n if (MaterialFlags.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public getActiveTextures(activeTextures: BaseTexture[]): void {\r\n if (this._thicknessTexture) {\r\n activeTextures.push(this._thicknessTexture);\r\n }\r\n\r\n if (this._refractionTexture) {\r\n activeTextures.push(this._refractionTexture);\r\n }\r\n }\r\n\r\n public getAnimatables(animatables: IAnimatable[]): void {\r\n if (this._thicknessTexture && this._thicknessTexture.animations && this._thicknessTexture.animations.length > 0) {\r\n animatables.push(this._thicknessTexture);\r\n }\r\n\r\n if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {\r\n animatables.push(this._refractionTexture);\r\n }\r\n }\r\n\r\n public dispose(forceDisposeTextures?: boolean): void {\r\n if (forceDisposeTextures) {\r\n if (this._thicknessTexture) {\r\n this._thicknessTexture.dispose();\r\n }\r\n\r\n if (this._refractionTexture) {\r\n this._refractionTexture.dispose();\r\n }\r\n }\r\n }\r\n\r\n public getClassName(): string {\r\n return \"PBRSubSurfaceConfiguration\";\r\n }\r\n\r\n public addFallbacks(defines: MaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number {\r\n if (defines.SS_SCATTERING) {\r\n fallbacks.addFallback(currentRank++, \"SS_SCATTERING\");\r\n }\r\n if (defines.SS_TRANSLUCENCY) {\r\n fallbacks.addFallback(currentRank++, \"SS_TRANSLUCENCY\");\r\n }\r\n return currentRank;\r\n }\r\n\r\n public getSamplers(samplers: string[]): void {\r\n samplers.push(\"thicknessSampler\", \"refractionIntensitySampler\", \"translucencyIntensitySampler\", \"refractionSampler\", \"refractionSamplerLow\", \"refractionSamplerHigh\");\r\n }\r\n\r\n public getUniforms(): { ubo?: Array<{ name: string; size: number; type: string }>; vertex?: string; fragment?: string } {\r\n return {\r\n ubo: [\r\n { name: \"vRefractionMicrosurfaceInfos\", size: 4, type: \"vec4\" },\r\n { name: \"vRefractionFilteringInfo\", size: 2, type: \"vec2\" },\r\n { name: \"vTranslucencyIntensityInfos\", size: 2, type: \"vec2\" },\r\n { name: \"vRefractionInfos\", size: 4, type: \"vec4\" },\r\n { name: \"refractionMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"vThicknessInfos\", size: 2, type: \"vec2\" },\r\n { name: \"vRefractionIntensityInfos\", size: 2, type: \"vec2\" },\r\n { name: \"thicknessMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"refractionIntensityMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"translucencyIntensityMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"vThicknessParam\", size: 2, type: \"vec2\" },\r\n { name: \"vDiffusionDistance\", size: 3, type: \"vec3\" },\r\n { name: \"vTintColor\", size: 4, type: \"vec4\" },\r\n { name: \"vSubSurfaceIntensity\", size: 3, type: \"vec3\" },\r\n { name: \"vRefractionPosition\", size: 3, type: \"vec3\" },\r\n { name: \"vRefractionSize\", size: 3, type: \"vec3\" },\r\n { name: \"scatteringDiffusionProfile\", size: 1, type: \"float\" },\r\n ],\r\n };\r\n }\r\n}\r\n"]}
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@@ -278,6 +278,12 @@ export declare class BaseTexture extends ThinTexture implements IAnimatable {
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* @returns the reflection matrix
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*/
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getReflectionTextureMatrix(): Matrix;
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/**
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* Gets a suitable rotate/transform matrix when the texture is used for refraction.
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* There's a separate function from getReflectionTextureMatrix because refraction requires a special configuration of the matrix in right-handed mode.
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* @returns The refraction matrix
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*/
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getRefractionTextureMatrix(): Matrix;
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/**
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* Get if the texture is ready to be consumed (either it is ready or it is not blocking)
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* @returns true if ready, not blocking or if there was an error loading the texture
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@@ -461,6 +461,14 @@ export class BaseTexture extends ThinTexture {
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getReflectionTextureMatrix() {
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return Matrix.IdentityReadOnly;
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}
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/**
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* Gets a suitable rotate/transform matrix when the texture is used for refraction.
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* There's a separate function from getReflectionTextureMatrix because refraction requires a special configuration of the matrix in right-handed mode.
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* @returns The refraction matrix
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*/
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getRefractionTextureMatrix() {
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return this.getReflectionTextureMatrix();
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}
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/**
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* Get if the texture is ready to be consumed (either it is ready or it is not blocking)
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* @returns true if ready, not blocking or if there was an error loading the texture
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