| Package | away3d.materials |
| Class | public class SinglePassMaterialBase |
| Inheritance | SinglePassMaterialBase MaterialBase NamedAssetBase flash.events.EventDispatcher |
| Subclasses | ColorMaterial, TextureMaterial |
| Property | Defined By | ||
|---|---|---|---|
| alphaBlending : Boolean
Indicate whether or not the material has transparency. | SinglePassMaterialBase | ||
![]() | alphaPremultiplied : Boolean
Indicates whether visible textures (or other pixels) used by this material have
already been premultiplied. | MaterialBase | |
| alphaThreshold : Number
The minimum alpha value for which pixels should be drawn. | SinglePassMaterialBase | ||
| ambient : Number
The strength of the ambient reflection. | SinglePassMaterialBase | ||
| ambientColor : uint
The colour of the ambient reflection. | SinglePassMaterialBase | ||
| ambientMethod : BasicAmbientMethod
The method to perform ambient shading. | SinglePassMaterialBase | ||
![]() | assetFullPath : Array [read-only] | NamedAssetBase | |
![]() | assetNamespace : String [read-only] | NamedAssetBase | |
![]() | assetType : String [read-only] | MaterialBase | |
| blendMode : String [override] | SinglePassMaterialBase | ||
![]() | bothSides : Boolean
Defines whether or not the material should perform backface culling. | MaterialBase | |
| colorTransform : ColorTransform
The ColorTransform object to transform the colour of the material with. | SinglePassMaterialBase | ||
| depthCompareMode : String [override] | SinglePassMaterialBase | ||
| diffuseLightSources : uint | SinglePassMaterialBase | ||
| diffuseMethod : BasicDiffuseMethod
The method to perform diffuse shading. | SinglePassMaterialBase | ||
| enableLightFallOff : Boolean
Whether or not to use fallOff and radius properties for lights. | SinglePassMaterialBase | ||
![]() | extra : Object
An object to contain any extra data
| MaterialBase | |
| gloss : Number
The sharpness of the specular highlight. | SinglePassMaterialBase | ||
| lightPicker : LightPickerBase [override] | SinglePassMaterialBase | ||
| mipmap : Boolean [override]
Indicates whether or not any used textures should use mipmapping. | SinglePassMaterialBase | ||
![]() | name : String | NamedAssetBase | |
| normalMap : Texture2DBase
The tangent space normal map to influence the direction of the surface for each texel. | SinglePassMaterialBase | ||
| normalMethod : BasicNormalMethod
The method to generate the (tangent-space) normal. | SinglePassMaterialBase | ||
| numMethods : int [read-only] | SinglePassMaterialBase | ||
![]() | originalName : String [read-only]
The original name used for this asset in the resource (e.g. | NamedAssetBase | |
![]() | repeat : Boolean
Indicates whether or not any used textures should be tiled. | MaterialBase | |
| requiresBlending : Boolean [override] [read-only]
Indicates whether or not the material requires alpha blending during rendering. | SinglePassMaterialBase | ||
| shadowMethod : ShadowMapMethodBase
The method to render shadows cast on this surface. | SinglePassMaterialBase | ||
![]() | smooth : Boolean
Indicates whether or not any used textures should use smoothing. | MaterialBase | |
| specular : Number
The overall strength of the specular reflection. | SinglePassMaterialBase | ||
| specularColor : uint
The colour of the specular reflection. | SinglePassMaterialBase | ||
| specularLightSources : uint | SinglePassMaterialBase | ||
| specularMap : Texture2DBase
A specular map that defines the strength of specular reflections for each texel in the red channel, and the gloss factor in the green channel. | SinglePassMaterialBase | ||
| specularMethod : BasicSpecularMethod
The method to perform specular shading. | SinglePassMaterialBase | ||
![]() | uniqueId : uint [read-only]
The unique id assigned to the material by the MaterialLibrary. | MaterialBase | |
| Property | Defined By | ||
|---|---|---|---|
![]() | _depthPass : DepthMapPass | MaterialBase | |
![]() | _distancePass : DistanceMapPass | MaterialBase | |
![]() | _lightPicker : LightPickerBase | MaterialBase | |
![]() | _mipmap : Boolean = true | MaterialBase | |
![]() | _numPasses : uint | MaterialBase | |
![]() | _passes : Vector.<MaterialPassBase> | MaterialBase | |
![]() | _repeat : Boolean | MaterialBase | |
| _screenPass : SuperShaderPass | SinglePassMaterialBase | ||
![]() | _smooth : Boolean = true | MaterialBase | |
| Method | Defined By | ||
|---|---|---|---|
Creates a new DefaultMaterialBase object. | SinglePassMaterialBase | ||
addMethod(method:EffectMethodBase):void
Adds a shading method to the end of the shader. | SinglePassMaterialBase | ||
addMethodAt(method:EffectMethodBase, index:int):void
Adds a shading method to the end of a shader, at the specified index amongst
the methods in that section of the shader. | SinglePassMaterialBase | ||
![]() | assetPathEquals(name:String, ns:String):Boolean | NamedAssetBase | |
![]() | dispose():void
Cleans up any resources used by the current object. | MaterialBase | |
getMethodAt(index:int):EffectMethodBase | SinglePassMaterialBase | ||
hasMethod(method:EffectMethodBase):Boolean | SinglePassMaterialBase | ||
removeMethod(method:EffectMethodBase):void | SinglePassMaterialBase | ||
![]() | resetAssetPath(name:String, ns:String = null, overrideOriginal:Boolean = true):void | NamedAssetBase | |
| _screenPass | property |
protected var _screenPass:SuperShaderPass| alphaBlending | property |
alphaBlending:BooleanIndicate whether or not the material has transparency. If binary transparency is sufficient, for example when using textures of foliage, consider using alphaThreshold instead.
public function get alphaBlending():Boolean public function set alphaBlending(value:Boolean):void| alphaThreshold | property |
alphaThreshold:NumberThe minimum alpha value for which pixels should be drawn. This is used for transparency that is either invisible or entirely opaque, often used with textures for foliage, etc. Recommended values are 0 to disable alpha, or 0.5 to create smooth edges. Default value is 0 (disabled).
public function get alphaThreshold():Number public function set alphaThreshold(value:Number):void| ambient | property |
ambient:NumberThe strength of the ambient reflection.
public function get ambient():Number public function set ambient(value:Number):void| ambientColor | property |
ambientColor:uintThe colour of the ambient reflection.
public function get ambientColor():uint public function set ambientColor(value:uint):void| ambientMethod | property |
ambientMethod:BasicAmbientMethodThe method to perform ambient shading. Note that shading methods cannot be reused across materials.
public function get ambientMethod():BasicAmbientMethod public function set ambientMethod(value:BasicAmbientMethod):void| blendMode | property |
blendMode:String[override] public function get blendMode():String public function set blendMode(value:String):void| colorTransform | property |
colorTransform:ColorTransformThe ColorTransform object to transform the colour of the material with.
public function get colorTransform():ColorTransform public function set colorTransform(value:ColorTransform):void| depthCompareMode | property |
depthCompareMode:String[override] public function get depthCompareMode():String public function set depthCompareMode(value:String):void| diffuseLightSources | property |
diffuseLightSources:uint public function get diffuseLightSources():uint public function set diffuseLightSources(value:uint):void| diffuseMethod | property |
diffuseMethod:BasicDiffuseMethodThe method to perform diffuse shading. Note that shading methods can not be reused across materials.
public function get diffuseMethod():BasicDiffuseMethod public function set diffuseMethod(value:BasicDiffuseMethod):void| enableLightFallOff | property |
enableLightFallOff:BooleanWhether or not to use fallOff and radius properties for lights.
public function get enableLightFallOff():Boolean public function set enableLightFallOff(value:Boolean):void| gloss | property |
gloss:NumberThe sharpness of the specular highlight.
public function get gloss():Number public function set gloss(value:Number):void| lightPicker | property |
lightPicker:LightPickerBase[override] public function get lightPicker():LightPickerBase public function set lightPicker(value:LightPickerBase):void| mipmap | property |
mipmap:Boolean[override] Indicates whether or not any used textures should use mipmapping.
public function get mipmap():Boolean public function set mipmap(value:Boolean):void| normalMap | property |
normalMap:Texture2DBaseThe tangent space normal map to influence the direction of the surface for each texel.
public function get normalMap():Texture2DBase public function set normalMap(value:Texture2DBase):void| normalMethod | property |
normalMethod:BasicNormalMethodThe method to generate the (tangent-space) normal. Note that shading methods can not be reused across materials.
public function get normalMethod():BasicNormalMethod public function set normalMethod(value:BasicNormalMethod):void| numMethods | property |
numMethods:int [read-only] public function get numMethods():int| requiresBlending | property |
requiresBlending:Boolean [read-only] [override] Indicates whether or not the material requires alpha blending during rendering.
public function get requiresBlending():Boolean| shadowMethod | property |
shadowMethod:ShadowMapMethodBaseThe method to render shadows cast on this surface. Note that shading methods can not be reused across materials.
public function get shadowMethod():ShadowMapMethodBase public function set shadowMethod(value:ShadowMapMethodBase):void| specular | property |
specular:NumberThe overall strength of the specular reflection.
public function get specular():Number public function set specular(value:Number):void| specularColor | property |
specularColor:uintThe colour of the specular reflection.
public function get specularColor():uint public function set specularColor(value:uint):void| specularLightSources | property |
specularLightSources:uint public function get specularLightSources():uint public function set specularLightSources(value:uint):void| specularMap | property |
specularMap:Texture2DBaseA specular map that defines the strength of specular reflections for each texel in the red channel, and the gloss factor in the green channel. You can use SpecularBitmapTexture if you want to easily set specular and gloss maps from greyscale images, but prepared images are preffered.
public function get specularMap():Texture2DBase public function set specularMap(value:Texture2DBase):void| specularMethod | property |
specularMethod:BasicSpecularMethodThe method to perform specular shading. Note that shading methods can not be reused across materials.
public function get specularMethod():BasicSpecularMethod public function set specularMethod(value:BasicSpecularMethod):void| SinglePassMaterialBase | () | Constructor |
public function SinglePassMaterialBase()Creates a new DefaultMaterialBase object.
| activateForDepth | () | method |
override arcane function activateForDepth(stage3DProxy:Stage3DProxy, camera:Camera3D, distanceBased:Boolean = false):voidParameters
stage3DProxy:Stage3DProxy | |
camera:Camera3D | |
distanceBased:Boolean (default = false) |
| addMethod | () | method |
public function addMethod(method:EffectMethodBase):voidAdds a shading method to the end of the shader. Note that shading methods can not be reused across materials.
Parameters
method:EffectMethodBase |
| addMethodAt | () | method |
public function addMethodAt(method:EffectMethodBase, index:int):voidAdds a shading method to the end of a shader, at the specified index amongst the methods in that section of the shader. Note that shading methods can not be reused across materials.
Parameters
method:EffectMethodBase | |
index:int |
| getMethodAt | () | method |
| hasMethod | () | method |
public function hasMethod(method:EffectMethodBase):BooleanParameters
method:EffectMethodBase |
Boolean |
| removeMethod | () | method |
| updateMaterial | () | method |
override arcane function updateMaterial(context:Context3D):void
Parameters
context:Context3D |