#include <kmaterial_system.h>
◆ ao
◆ ao_texture
◆ ao_texture_channel
◆ base_colour
◆ base_colour_texture
◆ binding_set_id
◆ dudv_texture
◆ emissive
◆ emissive_texture
◆ emissive_texture_intensity
| f32 emissive_texture_intensity |
◆ flags
◆ index
◆ metallic
◆ metallic_texture
◆ metallic_texture_channel
◆ model
The material lighting model.
◆ mra
◆ mra_texture
This is a combined texture holding metallic/roughness/ambient occlusion all in one texture. This is a more efficient replacement for using those textures individually. Metallic is sampled from the Red channel, roughness from the Green channel, and ambient occlusion from the Blue channel. Alpha is ignored.
◆ name
◆ normal
◆ normal_texture
◆ reflection_depth_texture
◆ reflection_texture
◆ refraction_depth_texture
◆ refraction_scale
◆ refraction_texture
◆ roughness
◆ roughness_texture
◆ roughness_texture_channel
◆ state
◆ tiling
◆ type
The material type. Ultimately determines what shader the material is rendered with.
◆ uv_offset
◆ uv_scale
◆ wave_speed
◆ wave_strength
The documentation for this struct was generated from the following file: