Documentation / scene / IMixinLight
Type Alias: IMixinLight
IMixinLight =
object&TextureMixinInstanceTypes<["normal"]> &IMixinAlbedoColor
Defined in: libs/scene/src/material/mixins/lit.ts:22
Interface for light mixin
Type Declaration
normalScale
normalScale:
number
normalMapMode
normalMapMode:
"tangent-space"|"object-space"
doubleSidedLighting
doubleSidedLighting:
boolean
needCalculateEnvLight()
needCalculateEnvLight():
boolean
Returns
boolean
getUniformNormalScale()
getUniformNormalScale(
scope):PBShaderExp
Parameters
scope
PBInsideFunctionScope
Returns
PBShaderExp
getEnvLightIrradiance()
getEnvLightIrradiance(
scope,normal):PBShaderExp
Parameters
scope
PBInsideFunctionScope
normal
PBShaderExp
Returns
PBShaderExp
getEnvLightRadiance()
getEnvLightRadiance(
scope,reflectVec,roughness):PBShaderExp
Parameters
scope
PBInsideFunctionScope
reflectVec
PBShaderExp
roughness
PBShaderExp
Returns
PBShaderExp
calculateViewVector()
calculateViewVector(
scope,worldPos):PBShaderExp
Parameters
scope
PBInsideFunctionScope
worldPos
PBShaderExp
Returns
PBShaderExp
calculateReflectionVector()
calculateReflectionVector(
scope,normal,viewVec):PBShaderExp
Parameters
scope
PBInsideFunctionScope
normal
PBShaderExp
viewVec
PBShaderExp
Returns
PBShaderExp
calculateTBN()
calculateTBN(
scope,worldPos,worldNormal?,worldTangent?,worldBinormal?):PBShaderExp
Parameters
scope
PBInsideFunctionScope
worldPos
PBShaderExp
worldNormal?
PBShaderExp
worldTangent?
PBShaderExp
worldBinormal?
PBShaderExp
Returns
PBShaderExp
calculateNormal()
calculateNormal(
scope,worldPos,worldNormal?,worldTangent?,worldBinormal?):PBShaderExp
Parameters
scope
PBInsideFunctionScope
worldPos
PBShaderExp
worldNormal?
PBShaderExp
worldTangent?
PBShaderExp
worldBinormal?
PBShaderExp
Returns
PBShaderExp
calculateNormalAndTBN()
calculateNormalAndTBN(
scope,worldPos,worldNormal?,worldTangent?,worldBinormal?):PBShaderExp
Parameters
scope
PBInsideFunctionScope
worldPos
PBShaderExp
worldNormal?
PBShaderExp
worldTangent?
PBShaderExp
worldBinormal?
PBShaderExp
Returns
PBShaderExp
calculateLightAttenuation()
calculateLightAttenuation(
scope,type,worldPos,posRange,dirCutoff):PBShaderExp
Parameters
scope
PBInsideFunctionScope
type
PBShaderExp
worldPos
PBShaderExp
posRange
PBShaderExp
dirCutoff
PBShaderExp
Returns
PBShaderExp
calculateLightDirection()
calculateLightDirection(
scope,type,worldPos,posRange,dirCutoff):PBShaderExp
Parameters
scope
PBInsideFunctionScope
type
PBShaderExp
worldPos
PBShaderExp
posRange
PBShaderExp
dirCutoff
PBShaderExp
Returns
PBShaderExp
calculateShadow()
calculateShadow(
scope,worldPos,NoL):PBShaderExp
Parameters
scope
PBInsideFunctionScope
worldPos
PBShaderExp
NoL
PBShaderExp
Returns
PBShaderExp
forEachLight()
forEachLight(
scope,callback):void
Parameters
scope
PBInsideFunctionScope
callback
(this, type, posRange, dirCutoff, colorIntensity, extra, shadow) => void
Returns
void