{ "description": "Simple material for comparing the performance of hard-coded C++ material functors.", "version": 3, "propertyLayout": { "groups": [ { "id": "emissive", "displayName": "Settings" } ], "properties": { "emissive": [ { "id": "unit", "displayName": "Units", "description": "The photometric units of the Intensity property.", "type": "Enum", "enumValues": ["Ev100", "Nit"], "defaultValue": "Ev100" }, { "id": "color", "displayName": "Color", "description": "Color is displayed as sRGB but the values are stored as linear color.", "type": "Color", "defaultValue": [ 1.0, 1.0, 1.0 ], "connection": { "type": "ShaderInput", "id": "m_emissiveColor" } }, { "id": "intensity", "displayName": "Intensity", "description": "The amount of energy emitted.", "type": "Float", "defaultValue": 4, "min": -10, "max": 20, "softMin": -6, "softMax": 16 }, { "id": "textureMap", "displayName": "Texture Map", "description": "Texture map for defining emissive area.", "type": "Image", "connection": { "type": "ShaderInput", "id": "m_emissiveMap" } }, { "id": "useTexture", "displayName": "Use Texture", "description": "Whether to use the texture map.", "type": "Bool", "defaultValue": true } ] } }, "shaders": [ { "file": "./EmissiveMaterial.shader" }, { "file": "Shaders/Shadow/Shadowmap.shader" }, { "file": "Shaders/Depth/DepthPass.shader" } ], "functors": [ { "type": "Lua", "args": { "file": "EmissiveFunctor.lua" } } ] }