Bitmap material with per-texel phong shading.
gloss:Number
[read-write]
The gloss component of the specular highlight. Higher numbers will result in a smaller and sharper highlight.
Implementation
public function get gloss():Number
public function set gloss(value:Number):void
specular:Number
[read-write]
The strength of the specular highlight
Implementation
public function get specular():Number
public function set specular(value:Number):void
specularMap:BitmapData
[read-write]Implementation
public function get specularMap():BitmapData
public function set specularMap(value:BitmapData):void
public function PhongPBMaterial(bitmap:BitmapData, normalMap:BitmapData, targetModel:Mesh, specularMap:BitmapData = null, init:Object = null)
Parameters
| bitmap:BitmapData — The texture to be used for the diffuse shading
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| normalMap:BitmapData — An object-space normal map
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| targetModel:Mesh — The target mesh for which this shader is applied
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| specularMap:BitmapData (default = null ) — An optional specular map BitmapData, which modulates the specular reflections
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| init:Object (default = null ) — An initialisation object
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Init Parameters
| gloss:Number (default = 10) |
| specular:Number (default = 1) |
protected override function updatePixelShader(source:Object3D, view:View3D):void
Updates the pixel bender shader
Parameters