lygia
/lighting
/material
)Generic Material Structure
Dependencies:
lygia
/lighting
/material
/albedo
.glsl
lygia
/lighting
/material
/specular
.glsl
lygia
/lighting
/material
/emissive
.glsl
lygia
/lighting
/material
/occlusion
.glsl
lygia
/lighting
/material
/normal
.glsl
lygia
/lighting
/material
/metallic
.glsl
lygia
/lighting
/material
/roughness
.glsl
lygia
/lighting
/material
/shininess
.glsl
#if !defined(MATERIAL_OPT_IN)
#define RENDER_RAYMARCHING
#define SHADING_MODEL_CLEAR_COAT
#endif
#ifndef STR_MATERIAL
#define STR_MATERIAL
struct Material {
vec4 albedo;
vec3 emissive;
vec3 position; // world position of the surface
vec3 normal; // world normal of the surface
#if defined(RENDER_RAYMARCHING)
float sdf;
bool valid;
#endif
#if defined(SCENE_BACK_SURFACE)
vec3 normal_back; // world normal of the back surface of the model
#endif
vec3 ior; // Index of Refraction
float roughness;
float metallic;
float reflectance;
float ambientOcclusion; // default 1.0
#if defined(SHADING_MODEL_CLEAR_COAT)
float clearCoat;
float clearCoatRoughness;
#if defined(MATERIAL_HAS_CLEAR_COAT_NORMAL)
vec3 clearCoatNormal; // default vec3(0.0, 0.0, 1.0);
#endif
#endif
#if defined(SHADING_MODEL_IRIDESCENCE)
float thickness; // default to 300.0
#endif
#if defined(SHADING_MODEL_SUBSURFACE)
vec3 subsurfaceColor; // default vec3(1.0)
float subsurfacePower; // default to 12.234
float subsurfaceThickness;// default to 1.0
#endif
};
#endif
Dependencies:
lygia
/lighting
/material
/albedo
.glsl
lygia
/lighting
/material
/specular
.glsl
lygia
/lighting
/material
/emissive
.glsl
lygia
/lighting
/material
/occlusion
.glsl
lygia
/lighting
/material
/normal
.glsl
lygia
/lighting
/material
/metallic
.glsl
lygia
/lighting
/material
/roughness
.glsl
lygia
/lighting
/material
/shininess
.glsl
#if !defined(MATERIAL_OPT_IN)
#define RENDER_RAYMARCHING
#define SHADING_MODEL_CLEAR_COAT
#endif
#ifndef STR_MATERIAL
#define STR_MATERIAL
struct Material
{
float4 albedo;
float3 emissive;
float3 position; // world position of the surface
float3 normal; // world normal of the surface
#if defined(RENDER_RAYMARCHING)
float sdf;
bool valid;
#endif
#ifdef SCENE_BACK_SURFACE
float3 normal_back; // world normal of the back surface of the model
#endif
float3 ior; // Index of Refraction
float roughness;
float metallic;
float reflectance;
float ambientOcclusion; // default 1.0
#if defined(SHADING_MODEL_CLEAR_COAT)
float clearCoat;
float clearCoatRoughness;
#if defined (MATERIAL_HAS_CLEAR_COAT_NORMAL)
float3 clearCoatNormal; // default float3(0.0, 0.0, 1.0)
#endif
#endif
#if defined(SHADING_MODEL_IRIDESCENCE)
float thickness; // default to 300.0
#endif
#if defined(SHADING_MODEL_SUBSURFACE)
float3 subsurfaceColor; // default float3(1.0)
float subsurfacePower; // default to 12.234
float subsurfaceThickness;// default to 1.0
#endif
};
#endif
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