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@@ -16,13 +16,7 @@
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The material uses a non-physically based [link:https://en.wikipedia.org/wiki/Lambertian_reflectance Lambertian]
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model for calculating reflectance. This can simulate some surfaces (such as untreated wood or stone) well,
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- but cannot simulate shiny surfaces with specular highlights (such as varnished wood).<br /><br />
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-
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-
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-
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- Shading is calculated using a [link:https://en.wikipedia.org/wiki/Gouraud_shading Gouraud] shading model.
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- This calculates shading per vertex (i.e. in the [link:https://en.wikipedia.org/wiki/Shader#Vertex_shaders vertex shader])
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- and interpolates the results over the polygon's faces.<br /><br />
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+ but cannot simulate shiny surfaces with specular highlights (such as varnished wood). [name] uses per-fragmet shading.<br /><br />
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Due to the simplicity of the reflectance and illumination models, performance will be greater
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when using this material over the [page:MeshPhongMaterial], [page:MeshStandardMaterial] or [page:MeshPhysicalMaterial],
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@@ -79,6 +73,16 @@
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<h3>[property:Float aoMapIntensity]</h3>
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<p>Intensity of the ambient occlusion effect. Default is 1. Zero is no occlusion effect.</p>
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+ <h3>[property:Texture bumpMap]</h3>
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+ <p>
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+ The texture to create a bump map. The black and white values map to the perceived depth in relation to the lights.
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+ Bump doesn't actually affect the geometry of the object, only the lighting. If a normal map is defined this will
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+ be ignored.
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+ </p>
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+
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+ <h3>[property:Float bumpScale]</h3>
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+ <p>How much the bump map affects the material. Typical ranges are 0-1. Default is 1.</p>
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+
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<h3>[property:Color color]</h3>
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<p>[page:Color] of the material, by default set to white (0xffffff).</p>
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@@ -91,6 +95,28 @@
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blend between the two colors.
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</p>
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+ <h3>[property:Texture displacementMap]</h3>
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+ <p>
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+ The displacement map affects the position of the mesh's vertices. Unlike other maps
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+ which only affect the light and shade of the material the displaced vertices can cast shadows,
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+ block other objects, and otherwise act as real geometry. The displacement texture is
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+ an image where the value of each pixel (white being the highest) is mapped against,
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+ and repositions, the vertices of the mesh.
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+ </p>
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+
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+ <h3>[property:Float displacementScale]</h3>
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+ <p>
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+ How much the displacement map affects the mesh (where black is no displacement,
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+ and white is maximum displacement). Without a displacement map set, this value is not applied.
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+ Default is 1.
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+ </p>
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+
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+ <h3>[property:Float displacementBias]</h3>
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+ <p>
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+ The offset of the displacement map's values on the mesh's vertices.
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+ Without a displacement map set, this value is not applied. Default is 0.
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+ </p>
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+
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<h3>[property:Color emissive]</h3>
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<p>
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Emissive (light) color of the material, essentially a solid color unaffected by other lighting.
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@@ -110,6 +136,11 @@
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<h3>[property:Texture envMap]</h3>
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<p>The environment map. Default is null.</p>
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+ <h3>[property:Boolean flatShading]</h3>
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+ <p>
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+ Define whether the material is rendered with flat shading. Default is false.
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+ </p>
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+
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<h3>[property:Boolean fog]</h3>
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<p>Whether the material is affected by fog. Default is `true`.</p>
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@@ -125,6 +156,27 @@
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[page:Material.transparent .transparent] or [page:Material.alphaTest .alphaTest]. Default is null.
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</p>
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+ <h3>[property:Texture normalMap]</h3>
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+ <p>
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+ The texture to create a normal map. The RGB values affect the surface normal for each pixel fragment and change
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+ the way the color is lit. Normal maps do not change the actual shape of the surface, only the lighting.
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+ In case the material has a normal map authored using the left handed convention, the y component of normalScale
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+ should be negated to compensate for the different handedness.
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+ </p>
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+
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+ <h3>[property:Integer normalMapType]</h3>
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+ <p>
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+ The type of normal map.<br /><br />
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+
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+ Options are [page:constant THREE.TangentSpaceNormalMap] (default), and [page:constant THREE.ObjectSpaceNormalMap].
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+ </p>
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+
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+ <h3>[property:Vector2 normalScale]</h3>
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+ <p>
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+ How much the normal map affects the material. Typical ranges are 0-1.
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+ Default is a [page:Vector2] set to (1,1).
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+ </p>
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+
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<h3>[property:Float reflectivity]</h3>
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<p>How much the environment map affects the surface; also see [page:.combine].</p>
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