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. |