Stride.Rendering.Materials Namespace
Classes
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Common material attributes. |
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A material blend layer |
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A composition material to blend different materials in a stack based manner. |
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Default Cel Shading ramp function applied |
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Default Cel Shading ramp function applied |
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A descriptor of a Material. |
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The diffuse Cel Shading for the diffuse material model attribute. |
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The diffuse subsurface scattering for the diffuse material model attribute. |
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The diffuse Lambertian for the diffuse material model attribute. |
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A Diffuse map for the diffuse material feature. |
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The displacement map for a surface material feature. |
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A material feature |
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Main entry point class for generating shaders from a MaterialDescriptor |
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A smoothness map for the micro-surface material feature. |
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Uses the tangent vector as the hair direction. |
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Uses the tangent vector as the hair direction. |
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Applies light attenuation with configurable hardness. |
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Applies no light attenuation. |
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Trades traditional shadow mapping for thickness attenuated shadowing to fake scattering. |
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Shadows the hair using traditional shadow mapping. The hair will be treated as an opaque surface. |
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A Metalness map for the specular material feature. |
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The normal map for a surface material feature. |
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An occlusion map for the occlusion material feature. |
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Material overrides used in a MaterialBlendLayer |
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Handles material by permuting shaders and uploading material data. |
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The Cel Shading specular shading model. |
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The microfacet specular shading model. |
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A Specular map for the specular material feature. |
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Environment function for Schlick fresnel, Smith-Schlick GGX visibility and GGX normal distribution. |
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Environment function for Schlick fresnel, Smith-Schlick GGX visibility and GGX normal distribution. |
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Environment function for Schlick fresnel, Smith-Schlick GGX visibility and GGX normal distribution. |
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No Fresnel applied. |
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Fresnel using Schlick approximation. |
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Fresnel for glass materials. |
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The microfacet specular shading model. |
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The Beckmann Normal Distribution. |
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The Blinn-Phong Normal Distribution. |
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The GGX Normal Distribution. |
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Cook-Torrance Geometric Shadowing. |
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Implicit Geometric Shadowing. |
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Kelemen Geometric Shadowing. |
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Neumann Geometric Shadowing. |
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Smith-Beckmann Geometric Shadowing. |
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Smith-GGX Geometric Shadowing. |
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Schlick-Beckmann Geometric Shadowing. |
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Schlick-GGX Geometric Shadowing. |
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A Material Stream. |
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Calculates the scattering profile for skin, which is applied during the forward pass using the subsurface scattering shading model. It also calculates a scattering kernel based on the "Falloff" and "Strength" parameters. |
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Calculates a custom scattering profile, which is applied during the forward pass using the subsurface scattering shading model. ATTENTION: This class is subject to change because it does not yet give you full control over generating scattering kernels and profiles. |
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MaterialSubsurfaceScatteringScatteringProfileCustomUniformKeys |
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Calculates the scattering profile for skin, which is applied during the forward pass using the subsurface scattering shading model. It also calculates a scattering kernel based on the "Falloff" and "Strength" parameters. |
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The displacement map for a surface material feature. |
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Material for flat (dicing) tessellation. |
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Material for Point-Normal tessellation. |
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A transparent additive material. |
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A transparent blend material. |
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A transparent cutoff material. |
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Base class for generating shader class source with associated parameters. |
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Helper class to build the ShaderSource for the shading model of a IMaterialShadingModelFeature. |
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This class generates transmittance profiles and screen space scattering kernels for Separable Subsurface Scattering. |
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Custom render feature, that prepares constants needed by SubsurfaceScatteringBlurEffect. |
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Structs
Interfaces
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Base interface for vector/color based compute color nodes. |
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Base interface for all IComputeNode |
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Base interface for scalar compute color nodes. |
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Base interface for specular models supporting energy conservation. |
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Base interface for material attributes |
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Common interface for the Cel Light part of a cel shading model. |
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Common interface for the description of a material. |
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Base interface for a diffuse material feature. |
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Base interface for the diffuse model material feature. |
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Base interface for a displacement material feature. |
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Base interface for the emissive model material feature. |
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Base interface for a material feature. |
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Common interface for calculating the hair direction vector for the hair shading model. |
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Common interface for discarding pixels for the hair shading model. |
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Common interface for calculating the light attenuation for the hair shading model. |
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Common interface for calculating the shadowing (light occlusion) for the hair shading model. |
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An interface for defining layers of material. |
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Base interface for a micro-surface material feature. |
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Base interface for the occlusion material feature. |
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Defines the interface to generate the shaders for a IMaterialFeature |
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Base interface for a shading light dependent model material feature. |
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Base interface for a specular material feature. |
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Common interface for the environment (DFG) Function of a microfacet shading model. |
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Common interface for the Fresnel part of a microfacet shading model. |
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Common interface for a microfacet function. |
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Common interface for the Normal Distribution Function of a microfacet shading model. |
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Common interface for the Geometric Shadowing Function of a microfacet shading model. |
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Base interface for the specular model material feature. |
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An interface to query streams used by materials. |
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Base interface for the subsurface scattering model material feature. |
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Common interface for calculating the scattering profile applied during the forward pass using the subsurface scattering shading model. |
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Common interface for calculating the scattering profile applied during the forward pass using the subsurface scattering shading model. |
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Base interface for the surface material feature (normals...etc.) |
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Base interface for a tessellation material feature. |
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Base interface for the transparency material feature. |
Enums
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A RGBA channel selected when performing texture sampling. |
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Enumerates the different shader stages in which a displacement map can be applied. |
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Enumerates the different possible material shader stages. |
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Type of a stream used by |
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The texture coordinate. |