Packageaway3d.materials
Classpublic class FresnelPBMaterial
InheritanceFresnelPBMaterial Inheritance away3d.materials.SinglePassShaderMaterial

BitmapData material which creates reflections based on a cube map. The reflection strength changes based on the refraction of the material and its environment, as well as the angle of view. This can be used to create water-like reflections.



Public Properties
 PropertyDefined By
  envMapAlpha : Number
The opacity of the environment map, ie: how reflective the surface is.
FresnelPBMaterial
  exponent : Number
The exponent of the calculated fresnel term.
FresnelPBMaterial
  innerRefraction : Number
The refractive index of the inner medium (ie the material itself)
FresnelPBMaterial
  outerRefraction : Number
The refractive index of the outer medium (where the view ray starts)
FresnelPBMaterial
  refractionStrength : Number
The maximum amount of refraction to be performed on the diffuse texture, used to simulate water
FresnelPBMaterial
Public Methods
 MethodDefined By
  
FresnelPBMaterial(bitmap:BitmapData, normalMap:BitmapData, envMap:BitmapData, targetModel:Mesh, init:Object = null)
Creates a new FresnelPBMaterial object.
FresnelPBMaterial
Protected Methods
 MethodDefined By
  
updatePixelShader(source:Object3D, view:View3D):void
[override]
FresnelPBMaterial
Property Detail
envMapAlphaproperty
envMapAlpha:Number

The opacity of the environment map, ie: how reflective the surface is. 1 is a perfect mirror.


Implementation
    public function get envMapAlpha():Number
    public function set envMapAlpha(value:Number):void
exponentproperty 
exponent:Number

The exponent of the calculated fresnel term. Lower values will only show reflections at steeper view angles.


Implementation
    public function get exponent():Number
    public function set exponent(value:Number):void
innerRefractionproperty 
innerRefraction:Number

The refractive index of the inner medium (ie the material itself)


Implementation
    public function get innerRefraction():Number
    public function set innerRefraction(value:Number):void
outerRefractionproperty 
outerRefraction:Number

The refractive index of the outer medium (where the view ray starts)


Implementation
    public function get outerRefraction():Number
    public function set outerRefraction(value:Number):void
refractionStrengthproperty 
refractionStrength:Number

The maximum amount of refraction to be performed on the diffuse texture, used to simulate water


Implementation
    public function get refractionStrength():Number
    public function set refractionStrength(value:Number):void
Constructor Detail
FresnelPBMaterial()Constructor
public function FresnelPBMaterial(bitmap:BitmapData, normalMap:BitmapData, envMap:BitmapData, targetModel:Mesh, init:Object = null)

Creates a new FresnelPBMaterial object.

Parameters
bitmap:BitmapData — The texture to be used for the diffuse shading
 
normalMap:BitmapData — An object-space normal map
 
envMap:BitmapData — The spherical environment map used for reflections
 
targetModel:Mesh — The target mesh for which this shader is applied
 
init:Object (default = null) — An initialisation object
####INIT####
Method Detail
updatePixelShader()method
override protected function updatePixelShader(source:Object3D, view:View3D):void

Parameters

source:Object3D
 
view:View3D