Package | away3d.materials |
Class | public class FresnelPBMaterial |
Inheritance | FresnelPBMaterial away3d.materials.SinglePassShaderMaterial |
Property | Defined 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 |
Method | Defined By | ||
---|---|---|---|
FresnelPBMaterial(bitmap:BitmapData, normalMap:BitmapData, envMap:BitmapData, targetModel:Mesh, init:Object = null)
Creates a new FresnelPBMaterial object. | FresnelPBMaterial |
Method | Defined By | ||
---|---|---|---|
[override] | FresnelPBMaterial |
envMapAlpha | property |
envMapAlpha:Number
The opacity of the environment map, ie: how reflective the surface is. 1 is a perfect mirror.
public function get envMapAlpha():Number
public function set envMapAlpha(value:Number):void
exponent | property |
exponent:Number
The exponent of the calculated fresnel term. Lower values will only show reflections at steeper view angles.
public function get exponent():Number
public function set exponent(value:Number):void
innerRefraction | property |
innerRefraction:Number
The refractive index of the inner medium (ie the material itself)
public function get innerRefraction():Number
public function set innerRefraction(value:Number):void
outerRefraction | property |
outerRefraction:Number
The refractive index of the outer medium (where the view ray starts)
public function get outerRefraction():Number
public function set outerRefraction(value:Number):void
refractionStrength | property |
refractionStrength:Number
The maximum amount of refraction to be performed on the diffuse texture, used to simulate water
public function get refractionStrength():Number
public function set refractionStrength(value:Number):void
FresnelPBMaterial | () | Constructor |
public function FresnelPBMaterial(bitmap:BitmapData, normalMap:BitmapData, envMap:BitmapData, targetModel:Mesh, init:Object = null)
Creates a new FresnelPBMaterial object.
Parametersbitmap: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
|
updatePixelShader | () | method |
override protected function updatePixelShader(source:Object3D, view:View3D):void
Parameters
source:Object3D | |
view:View3D |