public record class TexturedEmissiveFeatureEmitted radiance from a map, unaffected by lighting.
Remarks
What EmissiveFeature could not be: that one carries a single colour, so a sign, a screen or a strip of windows emits over its whole surface rather than where the glowing part is. Masking that with geometry is what a project does instead, and it is the reason an emissive map exists at all.
⚠ The colour multiplies the map rather than replacing it, and the default is white — the opposite of EmissiveColor, whose own default is one because it is the emission. A default of black here would be a feature that samples a map and emits nothing, which reads as a map that never arrived.
Same conditions as every other sampling feature: a name rather than a handle, a device with HasBindless, and a host that paired the name through MaterialRenderFeature.TextureIndices.
Fields and properties (4)
public string EmissiveMapWhat the material calls the emissive map it wants sampled.
public Vector3 EmissiveColorMultiplied into the map, so a shared map can be tinted per material.
public float IntensityWhat it is multiplied by, so colour and brightness are authored apart.
public string ShaderNameThe Raven shader implementing this feature, from Raven/Library/Material.
Methods (2)
public static string EmissiveIndexParameter(string path)What the shader calls the slot, under a composition path.
public void Compile(MaterialCompilationContext context)Writes this feature's parameters, and fills any slots of its own.
Used by (9)
- MaterialCompilerTestsVixen.Rendering.Tests
- MaterialSurfaceVixen.Rendering
- TexturedMaterialTestsVixen.Rendering.Tests
- TypeRegistrationVixen.Rendering
- Vixen_Rendering_Materials_TexturedEmissiveFeatureSerializerVixen.Rendering
- WorldRendererVixen.Engine.Renderer
- MaterialBakeVixen.Editor.Assets
- MaterialBakeTestsVixen.Editor.Assets.Tests
- MaterialMapNamingVixen.Editor.Assets