EffectMaterial
Extends:
Implements:
An effect material for compound shaders.
This material supports dithering.
Constructor Summary
Public Constructor | ||
public |
constructor(shaderParts: Map<String, String>, defines: Map<String, String>, uniforms: Map<String, Uniform>, camera: Camera, dithering: Boolean) Constructs a new effect material. |
Member Summary
Public Members | ||
public get |
The current depth packing. |
|
public set |
Sets the depth packing. |
Method Summary
Public Methods | ||
public |
adoptCameraSettings(camera: Camera) Adopts the settings of the given camera. |
|
public |
Sets the resolution. |
Public Constructors
public constructor(shaderParts: Map<String, String>, defines: Map<String, String>, uniforms: Map<String, Uniform>, camera: Camera, dithering: Boolean) source
Constructs a new effect material.
Params:
Name | Type | Attribute | Description |
shaderParts | Map<String, String> | A collection of shader snippets. |
|
defines | Map<String, String> | A collection of preprocessor macro definitions. |
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uniforms | Map<String, Uniform> | A collection of uniforms. |
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camera | Camera |
|
A camera. |
dithering | Boolean |
|
Whether dithering should be enabled. |
Public Members
public set depthPacking: Number source
Sets the depth packing.
Use BasicDepthPacking
or RGBADepthPacking
if your depth texture
contains packed depth.
You'll need to call EffectPass#recompile after changing this value.
Public Methods
public adoptCameraSettings(camera: Camera) source
Adopts the settings of the given camera.
Params:
Name | Type | Attribute | Description |
camera | Camera |
|
A camera. |