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.  |