Kuesa::MetallicRoughnessMaterial is a ready to use physically based rendering (PBR) material based on the glTF 2.0 material description. More...
Header: | #include <Kuesa/MetallicRoughnessMaterial> |
Since: | Kuesa 1.0 |
Instantiated By: | MetallicRoughnessMaterial |
Inherits: | Kuesa::GLTF2Material |
This class was introduced in Kuesa 1.0.
Kuesa::MetallicRoughnessProperties * | materialProperties() const |
void | setMaterialProperties(Kuesa::MetallicRoughnessProperties *materialProperties) |
void | materialPropertiesChanged(Kuesa::MetallicRoughnessProperties *materialProperties) |
It is configured through the set of properties held on the MetallicRoughnessProperties instance it can receive.
Note: Kuesa::MetallicRoughnessMaterial is implemented using a custom shader graph. Some changes in the properties will activate or deactivate some nodes of the shader graph and will trigger a recompilation of the shader. It is recommended to create the variations of the material that you need once up front at application initialisation time.
Note: The effect behind this material needs a brdfLut texture. If the brdfLut texture in the effect is not set and the material is added to a subtree of a Kuesa::SceneEntity, it will look for the Kuesa::SceneEntity and will use the brdfLut texture in the texture collection.
See also Kuesa::MetallicRoughnessProperties.
The properties defining the appearance of the material.
This property was introduced in Kuesa 1.2.
Access functions:
Kuesa::MetallicRoughnessProperties * | materialProperties() const |
void | setMaterialProperties(Kuesa::MetallicRoughnessProperties *materialProperties) |
Notifier signal:
void | materialPropertiesChanged(Kuesa::MetallicRoughnessProperties *materialProperties) |