BasicSpecularMethod provides the default shading method for Blinn-Phong specular highlights.
protected var _specularDataRegister:ShaderRegisterElement
arcane var _specularR:Number = 1
protected var _specularTexData:ShaderRegisterElement
protected var _specularTextureRegister:ShaderRegisterElement
protected var _totalLightColorReg:ShaderRegisterElement
protected var _useTexture:Boolean
gloss:Number
The sharpness of the specular highlight.
Implementation public function get gloss():Number
public function set gloss(value:Number):void
shadingModel:String
The model used by the specular shader
Implementation public function get shadingModel():String
public function set shadingModel(value:String):void
See also
shadowRegister:ShaderRegisterElement
[write-only]
Implementation arcane function set shadowRegister(value:ShaderRegisterElement):void
specular:Number
The overall strength of the specular highlights.
Implementation public function get specular():Number
public function set specular(value:Number):void
specularColor:uint
The colour of the specular reflection of the surface.
Implementation public function get specularColor():uint
public function set specularColor(value:uint):void
texture:Texture2DBase
The bitmapData that encodes the specular highlight strength per texel in the red channel, and the sharpness
in the green channel. You can use SpecularBitmapTexture if you want to easily set specular and gloss maps
from greyscale images, but prepared images are preffered.
Implementation public function get texture():Texture2DBase
public function set texture(value:Texture2DBase):void
public function BasicSpecularMethod()
Creates a new BasicSpecularMethod object.
override arcane function activate(vo:MethodVO, stage3DProxy:Stage3DProxy):void
Parameters
override arcane function cleanCompilationData():void
override public function copyFrom(method:ShadingMethodBase):void
Copies the state from a BasicSpecularMethod object into the current object.
Parameters
override arcane function getFragmentCodePerLight(vo:MethodVO, lightIndex:int, lightDirReg:ShaderRegisterElement, lightColReg:ShaderRegisterElement, regCache:ShaderRegisterCache):String
Get the fragment shader code that will generate the code relevant to a single light.
Parameters
Returnsoverride arcane function getFragmentCodePerProbe(vo:MethodVO, lightIndex:int, cubeMapReg:ShaderRegisterElement, weightRegister:String, regCache:ShaderRegisterCache):String
Get the fragment shader code that will generate the code relevant to a single light probe object.
Parameters
| vo:MethodVO — The index of the light currently processed. This is a continuation of the lightIndex parameter of the getFragmentCodePerLight method.
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| lightIndex:int — The register containing the cube map for the current probe
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| cubeMapReg:ShaderRegisterElement — A string representation of the register + component containing the current weight
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| weightRegister:String — The register cache providing any necessary registers to the shader
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| regCache:ShaderRegisterCache |
Returnsoverride arcane function getFragmentPostLightingCode(vo:MethodVO, regCache:ShaderRegisterCache, targetReg:ShaderRegisterElement):String
Parameters
Returnsoverride arcane function getFragmentPreLightingCode(vo:MethodVO, regCache:ShaderRegisterCache):String
Parameters
Returnsoverride arcane function initVO(vo:MethodVO):void
Parameters
Tue Jul 17 2012, 10:37 AM +01:00