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Block used to implement the refraction part of the sub surface module of the PBR material

Hierarchy

Index

Constructors

Properties

comments: string

Gets or sets the comments associated with this block

inputsAreExclusive: boolean

Gets or sets a boolean indicating that only one input can be connected at a time

invertRefractionY: boolean

Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.

linkRefractionWithTransparency: boolean

This parameters will make the material used its opacity to control how much it is refracting against not. Materials half opaque for instance using refraction could benefit from this control.

Gets or sets the texture associated with the node

uniqueId: number

Gets or sets the unique id of the node

useThicknessAsDepth: boolean

Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.

visibleInInspector: boolean

Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default)

visibleOnFrame: boolean

Gets or sets a boolean indicating that this input can be edited from a collapsed frame

Accessors

  • get buildId(): number
  • set buildId(value: number): void
  • Gets or sets the build Id

    Returns number

  • Gets or sets the build Id

    Parameters

    • value: number

    Returns void

  • get hasTexture(): boolean
  • Returns true if the block has a texture

    Returns boolean

  • Gets the list of input points

    Returns NodeMaterialConnectionPoint[]

  • get isFinalMerger(): boolean
  • Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)

    Returns boolean

  • get isInput(): boolean
  • Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)

    Returns boolean

  • get isTeleportIn(): boolean
  • Gets a boolean indicating if this block is a teleport in

    Returns boolean

  • get isTeleportOut(): boolean
  • Gets a boolean indicating if this block is a teleport out

    Returns boolean

  • get isUnique(): boolean
  • Gets a boolean indicating that this block can only be used once per NodeMaterial

    Returns boolean

  • get name(): string
  • set name(newName: string): void
  • Gets the name of the block

    Returns string

  • Sets the name of the block. Will check if the name is valid.

    Parameters

    • newName: string

    Returns void

  • Gets the list of output points

    Returns NodeMaterialConnectionPoint[]

  • Gets or sets the target of the block

    Returns NodeMaterialBlockTargets

  • Gets or sets the target of the block

    Parameters

    Returns void

  • get willBeGeneratedIntoVertexShaderFromFragmentShader(): boolean
  • Gets a boolean indicating that the code of this block will be promoted to vertex shader even if connected to fragment output

    Returns boolean

Methods

  • _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void
  • Parameters

    • serializationObject: any
    • scene: Scene
    • rootUrl: string

    Returns void

  • Bind data to effect. Will only be called for blocks with isBindable === true

    Parameters

    Returns void

  • Compile the current node and generate the shader code

    Parameters

    • state: NodeMaterialBuildState

      defines the current compilation state (uniforms, samplers, current string)

    • activeBlocks: NodeMaterialBlock[]

      defines the list of active blocks (i.e. blocks to compile)

    Returns boolean

    true if already built

  • Clone the current block to a new identical block

    Parameters

    • scene: Scene

      defines the hosting scene

    • Optional rootUrl: string

      defines the root URL to use to load textures and relative dependencies

    Returns null | NodeMaterialBlock

    a copy of the current block

  • Connect current block with another block

    Parameters

    • other: NodeMaterialBlock

      defines the block to connect with

    • Optional options: { input?: string; output?: string; outputSwizzle?: string }

      define the various options to help pick the right connections

      • Optional input?: string
      • Optional output?: string
      • Optional outputSwizzle?: string

    Returns undefined | RefractionBlock

    the current block

  • dispose(): void
  • getClassName(): string
  • Gets the main code of the block (fragment side)

    Parameters

    Returns string

    the shader code

  • initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void
  • Initialize defines for shader compilation

    Parameters

    • mesh: AbstractMesh

      defines the mesh to be rendered

    • nodeMaterial: NodeMaterial

      defines the node material requesting the update

    • defines: NodeMaterialDefines

      defines the material defines to update

    • Optional useInstances: boolean

      specifies that instances should be used

    Returns void

  • Checks if the current block is an ancestor of a given block

    Parameters

    Returns boolean

    true if block is a descendant

  • isConnectedInFragmentShader(): boolean
  • isReady(): boolean
  • Checks if the block is ready

    Returns boolean

  • Register a new input. Must be called inside a block constructor

    Parameters

    • name: string

      defines the connection point name

    • type: NodeMaterialBlockConnectionPointTypes

      defines the connection point type

    • Optional isOptional: boolean

      defines a boolean indicating that this input can be omitted

    • Optional target: NodeMaterialBlockTargets

      defines the target to use to limit the connection point (will be VertexAndFragment by default)

    • Optional point: NodeMaterialConnectionPoint

      an already created connection point. If not provided, create a new one

    Returns RefractionBlock

    the current block

  • Function called when a block is declared as repeatable content generator

    Parameters

    • vertexShaderState: NodeMaterialBuildState

      defines the current compilation state for the vertex shader

    • fragmentShaderState: NodeMaterialBuildState

      defines the current compilation state for the fragment shader

    • mesh: AbstractMesh

      defines the mesh to be rendered

    • defines: NodeMaterialDefines

      defines the material defines to update

    Returns void

  • serialize(): any
  • Serializes this block in a JSON representation

    Returns any

  • Add uniforms, samplers and uniform buffers at compilation time

    Parameters

    • state: NodeMaterialBuildState

      defines the state to update

    • nodeMaterial: NodeMaterial

      defines the node material requesting the update

    • defines: NodeMaterialDefines

      defines the material defines to update

    • uniformBuffers: string[]

      defines the list of uniform buffer names

    Returns void

  • validateBlockName(newName: string): boolean
  • Validates the new name for the block node.

    Parameters

    • newName: string

      the new name to be given to the node.

    Returns boolean

    false if the name is a reserve word, else true.

Legend

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  • Inherited property
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