away3d.materials.passes

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CompiledPass

CompiledPass forms an abstract base class for the default compiled pass materials provided by Away3D, using material methods to define their appearance.

DepthMapPass

DepthMapPass is a pass that writes depth values to a depth map as a 32-bit value exploded over the 4 texture channels. This is used to render shadow maps, depth maps, etc.

DistanceMapPass

DistanceMapPass is a pass that writes distance values to a depth map as a 32-bit value exploded over the 4 texture channels. This is used to render omnidirectional shadow maps.

LightingPass

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.

MaterialPassBase

MaterialPassBase provides an abstract base class for material shader passes. A material pass constitutes at least a render call per required renderable.

OrthoSegmentPass

OrthoSegmentPass is a material pass that draws wireframe segments.

OutlinePass

OutlinePass is a pass that offsets a mesh and draws it in a single colour. This is a pass provided by OutlineMethod.

SegmentPass

SegmentPass is a material pass that draws wireframe segments.

ShadowCasterPass

ShadowCasterPass is a shader pass that uses shader methods to compile a complete program. It only draws the lighting contribution for a single shadow-casting light.

SingleObjectDepthPass

The SingleObjectDepthPass provides a material pass that renders a single object to a depth map from the point of view from a light.

SkyBoxPass

SkyBoxPass provides a material pass exclusively used to render sky boxes from a cube texture.

SuperShaderPass

SuperShaderPass is a shader pass that uses shader methods to compile a complete program. It includes all methods associated with a material.