away3d.materials.methods
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| AlphaMaskMethod | AlphaMaskMethod allows the use of an additional texture to specify the alpha value of the material. When used with the secondary uv set, it allows for a tiled main texture with independently varying alpha (useful for water etc). |
| AnisotropicSpecularMethod | AnisotropicSpecularMethod provides a specular method resulting in anisotropic highlights. These are typical for surfaces with microfacet details such as tiny grooves. In particular, this uses the Heidrich-Seidel distrubution. The tangent vectors are used as the surface groove directions. |
| 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. Must be used with a DirectionalLight with a CascadeShadowMapper assigned to its shadowMapper property. |
| 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. This method can be used for (near-)planar objects such as mirrors or water. |
| 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. This can be used as a crude approximation to subsurface scattering (for instance, the mid-range shading for skin can be tinted red to similate scattered light within the skin attributing to the final colour) |
| 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. |
| LightMapDiffuseMethod | LightMapDiffuseMethod provides a diffuse shading method that uses a light map to modulate the calculated diffuse lighting. It is different from LightMapMethod in that the latter modulates the entire calculated pixel color, rather than only the diffuse lighting value. |
| LightMapMethod | LightMapMethod provides a method that allows applying a light map texture to the calculated pixel colour. It is different from LightMapDiffuseMethod in that the latter only modulates the diffuse shading value rather than the whole pixel colour. |
| LightingMethodBase | LightingMethodBase provides an abstract base method for shading methods that uses lights. Used for diffuse and specular shaders only. |
| MethodVO | MethodVO contains data for a given method for the use within a single material. This allows methods to be shared across materials while their non-public state differs. |
| 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. This method needs to be used in conjunction with a NearDirectionalShadowMapper. |
| 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. This can be used for various effects apart from acting like a normal projector, such as projecting fake shadows unto a surface, the impact of light coming through a stained glass window, ... |
| 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. This adds a glow-like effect to edges of objects. |
| 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. It allows light to shine through an object and to soften the diffuse shading. It can be used for candle wax, ice, skin, ... |
| 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. It can be used as a crude approximation to Oren-Nayar or simple subsurface scattering. |