| Class | Description |
---|
| AlphaMaskMethod |
AlphaMaskMethod allows the use of an additional texture to specify the alpha value of the material. |
| AnisotropicSpecularMethod |
AnisotropicSpecularMethod provides a specular method resulting in anisotropic highlights. |
| BasicAmbientMethod |
BasicAmbientMethod provides the default shading method for uniform ambient lighting. |
| BasicDiffuseMethod |
BasicDiffuseMethod provides the default shading method for Lambert (dot3) diffuse lighting. |
| BasicNormalMethod |
BasicNormalMethod is the default method for standard tangent-space normal mapping. |
| BasicSpecularMethod |
BasicSpecularMethod provides the default shading method for Blinn-Phong specular highlights (an optimized but approximated
version of Phong specularity). |
| CascadeShadowMapMethod |
CascadeShadowMapMethod is a shadow map method to apply cascade shadow mapping on materials. |
| CelDiffuseMethod |
CelDiffuseMethod provides a shading method to add diffuse cel (cartoon) shading. |
| CelSpecularMethod |
CelSpecularMethod provides a shading method to add specular cel (cartoon) shading. |
| ColorMatrixMethod |
ColorMatrixMethod provides a shading method that changes the colour of a material analogous to a ColorMatrixFilter. |
| ColorTransformMethod |
ColorTransformMethod provides a shading method that changes the colour of a material analogous to a
ColorTransform object. |
| CompositeDiffuseMethod |
CompositeDiffuseMethod provides a base class for diffuse methods that wrap a diffuse method to alter the
calculated diffuse reflection strength. |
| CompositeSpecularMethod |
CompositeSpecularMethod provides a base class for specular methods that wrap a specular method to alter the
calculated specular reflection strength. |
| DepthDiffuseMethod |
DepthDiffuseMethod provides a debug method to visualise depth maps
|
| DitheredShadowMapMethod |
DitheredShadowMapMethod provides a soft shadowing technique by randomly distributing sample points differently for each fragment. |
| EffectMethodBase |
EffectMethodBase forms an abstract base class for shader methods that are not dependent on light sources,
and are in essence post-process effects on the materials. |
| EnvMapAmbientMethod |
EnvMapDiffuseMethod provides a diffuse shading method that uses a diffuse irradiance environment map to
approximate global lighting rather than lights. |
| EnvMapMethod |
EnvMapMethod provides a material method to perform reflection mapping using cube maps. |
| FilteredShadowMapMethod |
DitheredShadowMapMethod provides a softened shadowing technique by bilinearly interpolating shadow comparison
results of neighbouring pixels. |
| FogMethod |
FogMethod provides a method to add distance-based fog to a material. |
| FresnelEnvMapMethod |
FresnelEnvMapMethod provides a method to add fresnel-based reflectivity to an object using cube maps, which gets
stronger as the viewing angle becomes more grazing. |
| FresnelPlanarReflectionMethod |
FresnelPlanarReflectionMethod provides a method to add fresnel-based planar reflections from a
PlanarReflectionTexture object.to a surface, which get stronger as the viewing angle becomes more grazing. |
| FresnelSpecularMethod |
FresnelSpecularMethod provides a specular shading method that causes stronger highlights on grazing view angles. |
| GradientDiffuseMethod |
GradientDiffuseMethod is an alternative to BasicDiffuseMethod in which the shading can be modulated with a gradient
to introduce color-tinted shading as opposed to the single-channel diffuse strength. |
| HardShadowMapMethod |
HardShadowMapMethod provides the cheapest shadow map method by using a single tap without any filtering. |
| HeightMapNormalMethod |
HeightMapNormalMethod provides a normal map method that uses a height map to calculate the normals. |
| LightingMethodBase |
LightingMethodBase provides an abstract base method for shading methods that uses lights. |
| LightMapDiffuseMethod |
LightMapDiffuseMethod provides a diffuse shading method that uses a light map to modulate the calculated diffuse
lighting. |
| LightMapMethod |
LightMapMethod provides a method that allows applying a light map texture to the calculated pixel colour. |
| MethodVO |
MethodVO contains data for a given method for the use within a single material. |
| MethodVOSet |
MethodVOSet provides a EffectMethodBase and MethodVO combination to be used by a material, allowing methods
to be shared across different materials while their internal state changes. |
| NearShadowMapMethod |
NearShadowMapMethod provides a shadow map method that restricts the shadowed area near the camera to optimize
shadow map usage. |
| OutlineMethod |
OutlineMethod provides a shading method to add outlines to an object. |
| PhongSpecularMethod |
PhongSpecularMethod provides a specular method that provides Phong highlights. |
| PlanarReflectionMethod |
PlanarReflectionMethod is a material method that adds reflections from a PlanarReflectionTexture object. |
| ProjectiveTextureMethod |
ProjectiveTextureMethod is a material method used to project a texture unto the surface of an object. |
| RefractionEnvMapMethod |
RefractionEnvMapMethod provides a method to add refracted transparency based on cube maps. |
| RimLightMethod |
RimLightMethod provides a method to add rim lighting to a material. |
| ShaderMethodSetup |
ShaderMethodSetup contains the method configuration for an entire material. |
| ShadingMethodBase |
ShadingMethodBase provides an abstract base method for shading methods, used by compiled passes to compile
the final shading program. |
| ShadowMapMethodBase |
ShadowMapMethodBase provides an abstract base method for shadow map methods. |
| SimpleShadowMapMethodBase |
SimpleShadowMapMethodBase provides an abstract method for simple (non-wrapping) shadow map methods. |
| SimpleWaterNormalMethod |
SimpleWaterNormalMethod provides a basic normal map method to create water ripples by translating two wave normal maps. |
| SoftShadowMapMethod |
SoftShadowMapMethod provides a soft shadowing technique by randomly distributing sample points. |
| SubsurfaceScatteringDiffuseMethod |
SubsurfaceScatteringDiffuseMethod provides a depth map-based diffuse shading method that mimics the scattering of
light inside translucent surfaces. |
| TerrainDiffuseMethod |
TerrainDiffuseMethod provides a diffuse method that uses different tiled textures with alpha masks to create a
large surface with high detail and less apparent tiling. |
| TripleFilteredShadowMapMethod | |
| WrapDiffuseMethod |
WrapDiffuseMethod is an alternative to BasicDiffuseMethod in which the light is allowed to be "wrapped around" the normally dark area, to some extent. |