MaterialX 1.38.2
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Class holding options to configure shader generation. More...
#include <GenOptions.h>
Public Attributes | |
int | shaderInterfaceType |
Sets the type of shader interface to be generated. | |
bool | fileTextureVerticalFlip |
If true the y-component of texture coordinates used for sampling file textures will be flipped before sampling. More... | |
string | targetColorSpaceOverride |
An optional override for the target color space. More... | |
string | targetDistanceUnit |
Define the target distance unit. More... | |
bool | addUpstreamDependencies |
Sets whether to include upstream dependencies for the element to generate a shader for. | |
bool | hwTransparency |
Sets if transparency is needed or not for HW shaders. More... | |
HwSpecularEnvironmentMethod | hwSpecularEnvironmentMethod |
Sets the method to use for specular environment lighting for HW shader targets. | |
HwDirectionalAlbedoMethod | hwDirectionalAlbedoMethod |
Sets the method to use for directional albedo evaluation for HW shader targets. | |
bool | hwWriteDepthMoments |
Enables the writing of depth moments for HW shader targets. More... | |
bool | hwShadowMap |
Enables shadow mapping for HW shader targets. More... | |
bool | hwAmbientOcclusion |
Enables ambient occlusion rendering for HW shader targets. More... | |
unsigned int | hwMaxActiveLightSources |
Sets the maximum number of light sources that can be active at once. | |
bool | hwNormalizeUdimTexCoords |
Sets whether to transform texture coordinates to normalize uv space when UDIMs images are bound to an image. More... | |
bool | hwWriteAlbedoTable |
Enables the writing of a directional albedo table. More... | |
Class holding options to configure shader generation.
bool fileTextureVerticalFlip |
If true the y-component of texture coordinates used for sampling file textures will be flipped before sampling.
This can be used if file textures need to be flipped vertically to match the target's texture space convention. By default this option is false.
bool hwAmbientOcclusion |
Enables ambient occlusion rendering for HW shader targets.
Defaults to false.
bool hwNormalizeUdimTexCoords |
Sets whether to transform texture coordinates to normalize uv space when UDIMs images are bound to an image.
Can be enabled for when texture atlas generation is performed to compress a set of UDIMs into a single normalized image for hardware rendering.
bool hwShadowMap |
Enables shadow mapping for HW shader targets.
Defaults to false.
bool hwTransparency |
Sets if transparency is needed or not for HW shaders.
If a surface shader has potential of being transparent this must be set to true, otherwise no transparency code fragments will be generated for the shader and the surface will be fully opaque.
bool hwWriteAlbedoTable |
Enables the writing of a directional albedo table.
Defaults to false.
bool hwWriteDepthMoments |
Enables the writing of depth moments for HW shader targets.
Defaults to false.
string targetColorSpaceOverride |
An optional override for the target color space.
Shader fragments will be generated to transform input values and textures into this color space.
string targetDistanceUnit |
Define the target distance unit.
Shader fragments will be generated to transform input distance values to the given unit.