Vixen
02b45cc4
csharp
public interface IMaterialShading

What a material does with the light that reaches it: the second slot on a shading pass.

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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 ShaderName

    The Raven shader implementing the model, from Raven/Library/Material.

Methods (1)

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