pub struct UnlitMaterial {
pub base_color: LinearRgba,
pub alpha_mode: AlphaMode,
pub alpha_cutoff: f32,
}Expand description
A simple, unlit material.
This material does not react to lighting and simply renders with a solid base color, optionally modulated by a texture. It’s the most basic and performant type of material, ideal for:
- UI elements and 2D sprites
- Debug visualization
- Performance-critical scenarios
- Stylized games that don’t use lighting
- Skyboxes and distant geometry
§Performance
UnlitMaterial is the fastest material type in Khora. It requires minimal shader calculations and is suitable for scenes with thousands of objects. The RenderAgent may choose unlit rendering as a fallback strategy when performance budgets are tight.
§Examples
use khora_core::asset::{UnlitMaterial, AlphaMode};
use khora_core::math::LinearRgba;
// Create a solid red unlit material
let red = UnlitMaterial {
base_color: LinearRgba::new(1.0, 0.0, 0.0, 1.0),
..Default::default()
};
// Create an unlit material with alpha masking (e.g., foliage)
let foliage = UnlitMaterial {
base_color: LinearRgba::new(0.2, 0.8, 0.2, 1.0),
alpha_mode: AlphaMode::Mask(0.5),
..Default::default()
};Fields§
§base_color: LinearRgbaThe base color of the material.
This color is directly output without any lighting calculations. When a texture is present, the texture color is multiplied with this value.
alpha_mode: AlphaModeOptional texture for the base color.
If present, the texture’s RGB values are multiplied with base_color.
The alpha channel can be used for transparency when combined with appropriate alpha_mode.
Future work: This will be connected to the texture asset system when texture loading is fully implemented. The 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.
Trait Implementations§
Source§impl<'__de, __Context> BorrowDecode<'__de, __Context> for UnlitMaterial
impl<'__de, __Context> BorrowDecode<'__de, __Context> for UnlitMaterial
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 UnlitMaterial
impl Clone for UnlitMaterial
Source§fn clone(&self) -> UnlitMaterial
fn clone(&self) -> UnlitMaterial
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 UnlitMaterial
impl Debug for UnlitMaterial
Source§impl<__Context> Decode<__Context> for UnlitMaterial
impl<__Context> Decode<__Context> for UnlitMaterial
Source§impl Default for UnlitMaterial
impl Default for UnlitMaterial
Source§impl<'de> Deserialize<'de> for UnlitMaterial
impl<'de> Deserialize<'de> for UnlitMaterial
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 UnlitMaterial
impl Encode for UnlitMaterial
Source§impl Material for UnlitMaterial
impl Material for UnlitMaterial
Source§fn base_color(&self) -> LinearRgba
fn base_color(&self) -> LinearRgba
Source§fn emissive_color(&self) -> LinearRgba
fn emissive_color(&self) -> LinearRgba
Source§fn specular_power(&self) -> f32
fn specular_power(&self) -> f32
Source§fn ambient_color(&self) -> LinearRgba
fn ambient_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.