LYGIA Shader Library

zero (lygia/lighting/material/zero)

Material Constructor with all the values set to zero.

Use:

void materialZero(out <material> _mat)
<material> materialZero()

Check it on Github


#ifndef FNC_MATERIAL_ZERO
#define FNC_MATERIAL_ZERO

void materialZero(out Material _mat) {
    _mat.albedo = vec4(0.0);
    _mat.emissive = vec3(0.0);
    _mat.position = vec3(0.0);
    _mat.normal = vec3(0.0);
#if defined(RENDER_RAYMARCHING)
    _mat.sdf = 0.0;
    _mat.valid = true;
#endif

#if defined(SCENE_BACK_SURFACE)
    _mat.normal_back = vec3(0.0);
#endif
    _mat.ior = vec3(0.0);
    _mat.roughness = 0.0;
    _mat.metallic = 0.0;
    _mat.reflectance = 0.0;
    _mat.ambientOcclusion = 0.0;

#if defined (SHADING_MODEL_CLEAR_COAT)
    _mat.clearCoat = 0.0;
    _mat.clearCoatRoughness = 0.0;
    #if defined(MATERIAL_HAS_CLEAR_COAT_NORMAL)
    _mat.clearCoatNormal = vec3(0.0);
    #endif
#endif

#if defined(SHADING_MODEL_IRIDESCENCE)
    _mat.thickness          = 0.0;
#endif

#if defined(SHADING_MODEL_SUBSURFACE)
    _mat.subsurfaceColor    = vec3(0.0);
    _mat.subsurfacePower    = 0.0;
    _mat.subsurfaceThickness = 0.0;
#endif
}

Material materialZero() {
    Material mat;
    materialZero(mat);
    return mat;
}

#endif

Use:

void materialZero(out <material> _mat)
<material> materialZero()

Check it on Github


#ifndef FNC_MATERIAL_ZERO
#define FNC_MATERIAL_ZERO

void materialZero(out Material _mat) {
    _mat.albedo = float4(0.0, 0.0, 0.0, 0.0);
    _mat.emissive = float3(0.0, 0.0, 0.0);
    _mat.position = float3(0.0, 0.0, 0.0);
    _mat.normal = float3(0.0, 0.0, 0.0);
#if defined(RENDER_RAYMARCHING)
    _mat.sdf = 0.0;
    _mat.valid = true;
#endif

#if defined(SCENE_BACK_SURFACE)
    _mat.normal_back = float3(0.0, 0.0, 0.0);
#endif
    _mat.ior = float3(0.0, 0.0, 0.0);
    _mat.roughness = 0.0;
    _mat.metallic = 0.0;
    _mat.reflectance = 0.5;
    _mat.ambientOcclusion = 0.0;

#if defined (SHADING_MODEL_CLEAR_COAT)
    _mat.clearCoat = 0.0;
    _mat.clearCoatRoughness = 0.0;
    #if defined(MATERIAL_HAS_CLEAR_COAT_NORMAL)
    _mat.clearCoatNormal = float3(0.0, 0.0, 0.0);
    #endif
#endif

#if defined(SHADING_MODEL_IRIDESCENCE)
    _mat.thickness          = 0.0;
#endif

#if defined(SHADING_MODEL_SUBSURFACE)
    _mat.subsurfaceColor    = float3(0.0, 0.0, 0.0);
    _mat.subsurfacePower    = 0.0;
    _mat.subsurfaceThickness = 0.0;
#endif
}

Material materialZero() {
    Material mat;
    materialZero(mat);
    return mat;
}

#endif

Licenses

LYGIA is dual-licensed under the Prosperity License and the Patron License for sponsors and contributors.

Sponsors and contributors are automatically added to the Patron License and they can ignore the any non-commercial rule of the Prosperity Licensed software (please take a look to the exception).

It's also possible to get a permanent comercial license hook to a single and specific version of LYGIA.

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