LightingModel defines a lighting model to be used by a {@Material}. A default lighting model can be assigned to
InitOptions#defaultLightingModel
, which will mean any material will use it by default.
You can add pass your own lighting models as a string into a material, as long as the glsl code contains the hx_brdf function
Members
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<static> BlinnPhong
-
Normalized Blinn-Phong shading applied
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<static> Debug
-
Empty brdf
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<static> GGX
-
GGX shading applied
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<static> GGX_FULL
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Full GGX shading applied (includes visibility term)
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<static> Lambert
-
Lambertian diffuse lighting only
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<static> Unlit
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No lighting applied when rendering