pub struct StandardMaterial {
pub base_color: LinearRgba,
pub base_color_texture: Option<AssetUUID>,
pub metallic: f32,
pub roughness: f32,
pub metallic_roughness_texture: Option<AssetUUID>,
pub normal_map: Option<AssetUUID>,
pub occlusion_map: Option<AssetUUID>,
pub emissive: LinearRgba,
pub emissive_texture: Option<AssetUUID>,
pub alpha_mode: AlphaMode,
pub alpha_cutoff: f32,
pub double_sided: bool,
}Expand description
A physically-based rendering (PBR) material using the metallic-roughness workflow.
This is the primary material type for realistic 3D objects in Khora. It implements the standard PBR metallic-roughness model, which is widely used in modern game engines and 3D content creation tools (e.g., glTF 2.0 standard).
§PBR Properties
- Base Color: The surface’s base color (albedo). For metals, this represents the reflectance; for dielectrics, this is the diffuse color.
- Metallic: Controls whether the surface behaves like a metal (1.0) or a dielectric/non-metal (0.0). Intermediate values create unrealistic results.
- Roughness: Controls how smooth (0.0) or rough (1.0) the surface appears. This affects specular reflections.
§Texture Maps
Supports all common PBR texture maps:
- Base color/albedo
- Metallic-roughness combined (metallic in B channel, roughness in G channel)
- Normal map for surface detail
- Ambient occlusion for subtle shadows
- Emissive for self-illuminating areas
§Examples
use khora_core::asset::StandardMaterial;
use khora_core::math::LinearRgba;
// Create a rough, non-metallic surface (e.g., concrete)
let concrete = StandardMaterial {
base_color: LinearRgba::new(0.5, 0.5, 0.5, 1.0),
metallic: 0.0,
roughness: 0.9,
..Default::default()
};
// Create a smooth, metallic surface (e.g., polished gold)
let gold = StandardMaterial {
base_color: LinearRgba::new(1.0, 0.766, 0.336, 1.0),
metallic: 1.0,
roughness: 0.2,
..Default::default()
};Fields§
§base_color: LinearRgbaThe base color (albedo) of the material.
For metals, this is the reflectance color at normal incidence. For dielectrics, this is the diffuse color.
base_color_texture: Option<AssetUUID>Optional texture for the base color.
If present, this texture’s RGB values are multiplied with base_color.
The alpha channel can be used for transparency when combined with appropriate alpha_mode.
metallic: f32The metallic factor (0.0 = dielectric, 1.0 = metal).
This value should typically be either 0.0 or 1.0 for physically accurate results. Intermediate values can be used for artistic effects but are not physically based.
roughness: f32The roughness factor (0.0 = smooth, 1.0 = rough).
Controls the microsurface detail of the material, affecting specular reflection. Lower values produce sharp, mirror-like reflections; higher values produce more diffuse reflections.
metallic_roughness_texture: Option<AssetUUID>Optional texture for metallic and roughness values.
glTF 2.0 convention: Blue channel = metallic, Green channel = roughness.
If present, the texture values are multiplied with the metallic and roughness factors.
normal_map: Option<AssetUUID>Optional normal map for adding surface detail.
Normal maps perturb the surface normal to create the illusion of fine geometric detail without adding actual geometry. Stored in tangent space.
occlusion_map: Option<AssetUUID>Optional ambient occlusion map.
AO maps darken areas that should receive less ambient light, such as crevices and contact points. The red channel is sampled and multiplied into the indirect (ambient/IBL) term only — it never attenuates direct lighting.
emissive: LinearRgbaThe emissive color of the material.
Allows the material to emit light. This color is added to the final shaded result and is not affected by lighting. Useful for self-illuminating objects like screens, neon signs, or magical effects.
emissive_texture: Option<AssetUUID>Optional texture for emissive color.
If present, this texture’s RGB values are multiplied with emissive.
alpha_mode: AlphaModeThe alpha blending mode for this material.
Determines how transparency is handled. See AlphaMode for details.
alpha_cutoff: f32The alpha cutoff threshold when using AlphaMode::Mask.
Fragments with alpha values below this threshold are discarded.
Typically set to 0.5. Only used when alpha_mode is AlphaMode::Mask.
double_sided: boolWhether the material should be rendered double-sided.
If false, back-facing triangles are culled for better performance.
If true, both sides of the geometry are rendered.
Trait Implementations§
Source§impl<'__de, __Context> BorrowDecode<'__de, __Context> for StandardMaterial
impl<'__de, __Context> BorrowDecode<'__de, __Context> for StandardMaterial
Source§fn borrow_decode<__D: BorrowDecoder<'__de, Context = __Context>>(
decoder: &mut __D,
) -> Result<Self, DecodeError>
fn borrow_decode<__D: BorrowDecoder<'__de, Context = __Context>>( decoder: &mut __D, ) -> Result<Self, DecodeError>
Source§impl Clone for StandardMaterial
impl Clone for StandardMaterial
Source§fn clone(&self) -> StandardMaterial
fn clone(&self) -> StandardMaterial
1.0.0 (const: unstable) · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreSource§impl Debug for StandardMaterial
impl Debug for StandardMaterial
Source§impl<__Context> Decode<__Context> for StandardMaterial
impl<__Context> Decode<__Context> for StandardMaterial
Source§impl Default for StandardMaterial
impl Default for StandardMaterial
Source§impl<'de> Deserialize<'de> for StandardMaterial
impl<'de> Deserialize<'de> for StandardMaterial
Source§fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
Source§impl Encode for StandardMaterial
impl Encode for StandardMaterial
Source§impl Material for StandardMaterial
impl Material for StandardMaterial
Source§fn base_color(&self) -> LinearRgba
fn base_color(&self) -> LinearRgba
Source§fn emissive_color(&self) -> LinearRgba
fn emissive_color(&self) -> LinearRgba
Source§fn metallic(&self) -> f32
fn metallic(&self) -> f32
Source§fn roughness(&self) -> f32
fn roughness(&self) -> f32
Source§fn base_color_texture(&self) -> Option<AssetUUID>
fn base_color_texture(&self) -> Option<AssetUUID>
None (untextured).Source§fn metallic_roughness_texture(&self) -> Option<AssetUUID>
fn metallic_roughness_texture(&self) -> Option<AssetUUID>
None.Source§fn normal_map(&self) -> Option<AssetUUID>
fn normal_map(&self) -> Option<AssetUUID>
None.Source§fn emissive_texture(&self) -> Option<AssetUUID>
fn emissive_texture(&self) -> Option<AssetUUID>
None.Source§fn occlusion_map(&self) -> Option<AssetUUID>
fn occlusion_map(&self) -> Option<AssetUUID>
None.Source§fn alpha_mode(&self) -> AlphaMode
fn alpha_mode(&self) -> AlphaMode
AlphaMode::Mask
the contained value is the alpha-cutoff threshold: fragments below it are
discarded. Default implementation is AlphaMode::Opaque.Source§fn double_sided(&self) -> bool
fn double_sided(&self) -> bool
false (the default) culls back faces for correctly-wound meshes.