csharp
public interface IMaterialShadingWhat a material does with the light that reaches it: the second slot on a shading pass.
Remarks
Separate from IMaterialFeature because the two vary independently — a clear coat over a metal-roughness base and over a specular-glossiness one is the same lobe — and because a shading model is the one thing a surface feature cannot express: no value written into MaterialData makes the standard BRDF evaluate a second lobe.
Fields and properties (1)
string ShaderNameThe Raven shader implementing the model, from Raven/Library/Material.
Methods (1)
void Compile(MaterialCompilationContext context)Writes the model's own parameters — a wrap width, a cel ramp's step count.
Used by (17)
- AnisotropicShadingVixen.Rendering
- AssetMaterialSourceVixen.Engine.Renderer
- CelShadingVixen.Rendering
- ClearCoatShadingVixen.Rendering
- ComposeSlotInventoryTestsVixen.Rendering.Tests
- HairShadingVixen.Rendering
- MaterialCompilationContextVixen.Rendering
- MaterialContentVixen.Rendering
- MaterialDescriptorVixen.Rendering
- MaterialShadingVixen.Rendering
- SheenShadingVixen.Rendering
- StandardShadingVixen.Rendering
- SubsurfaceShadingVixen.Rendering
- TypeRegistrationVixen.Rendering
- Vixen_Rendering_Materials_MaterialDescriptorSerializerVixen.Rendering
- MaterialImporterVixen.Editor.Assets
- MaterialTestsVixen.Editor.AssetEditors.Tests