LightingPass is a shader pass that uses shader methods to compile a complete program. It only includes the lighting methods. It's used by multipass materials to accumulate lighting passes.

See also:

  • away3d.materials.MultiPassMaterialBase

Constructor

new(material:MaterialBase)

Creates a new LightingPass objects.

Parameters:

material

The material to which this pass belongs.

Variables

directionalLightsOffset:UInt

Indicates the offset in the light picker's directional light vector for which to start including lights. This needs to be set before the light picker is assigned.

includeCasters:Bool

Indicates whether or not shadow casting lights need to be included.

lightProbesOffset:UInt

Indicates the offset in the light picker's light probes vector for which to start including lights. This needs to be set before the light picker is assigned.

pointLightsOffset:UInt

Indicates the offset in the light picker's point light vector for which to start including lights. This needs to be set before the light picker is assigned.

Inherited Variables

Inherited Methods

Defined by CompiledPass

dispose():Void

@inheritDoc

Defined by MaterialPassBase

setBlendMode(value:BlendMode):Void

The blend mode to use when drawing this renderable. The following blend modes are supported:

  • BlendMode.NORMAL: No blending, unless the material inherently needs it
  • BlendMode.LAYER: Force blending. This will draw the object the same as NORMAL, but without writing depth writes.
  • BlendMode.MULTIPLY
  • BlendMode.ADD
  • BlendMode.ALPHA