Name | Description |
flagAlbedoFromVertexColor
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Set ALBEDO to the per-vertex color specified in the mesh.
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flagAlbedoTextureForceSrgb
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Forces the shader to convert albedo from sRGB space to linear space.
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flagAoOnUv2
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Use UV2 coordinates to look up from the aoTexture .
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flagBillboardKeepScale
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Shader will keep the scale set for the mesh. Otherwise the scale is lost when billboarding. Only applies when paramsBillboardMode is constant BILLBOARD_ENABLED .
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flagDisableAmbientLight
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Disables receiving ambient light.
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flagDisableDepthTest
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Disables the depth test, so this object is drawn on top of all others. However, objects drawn after it in the draw order may cover it.
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flagDontReceiveShadows
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Disables receiving shadows from other objects.
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flagEmissionOnUv2
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Use UV2 coordinates to look up from the emissionTexture .
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flagEnsureCorrectNormals
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Ensures that normals appear correct, even with non-uniform scaling.
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flagFixedSize
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Object is scaled by depth so that it always appears the same size on screen.
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flagMax
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Represents the size of the flags enum.
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flagSrgbVertexColor
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Vertex color is in sRGB space and needs to be converted to linear. Only applies in the GLES3 renderer.
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flagTriplanarUseWorld
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Use world coordinates in the triplanar texture lookup instead of local coordinates.
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flagUnshaded
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No lighting is used on the object. Color comes directly from ALBEDO .
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flagUseAlphaScissor
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Use alpha scissor. Set by paramsUseAlphaScissor .
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flagUsePointSize
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Uses point size to alter the size of primitive points. Also changes the albedo texture lookup to use POINT_COORD instead of UV .
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flagUseShadowToOpacity
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Enables the shadow to opacity feature.
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flagUseVertexLighting
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Lighting is calculated per-vertex rather than per-pixel. This can be used to increase the speed of the shader at the cost of quality.
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flagUv1UseTriplanar
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Use triplanar texture lookup for all texture lookups that would normally use UV .
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flagUv2UseTriplanar
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Use triplanar texture lookup for all texture lookups that would normally use UV2 .
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