pub struct StandardMaterial {
pub base_color: LinearRgba,
pub metallic: f32,
pub roughness: f32,
pub emissive: LinearRgba,
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.
metallic: f32Optional 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.
Future work: Texture asset system integration pending. The 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.
emissive: LinearRgbaOptional 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.
Future work: Texture asset system integration pending. 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.
Future work: Texture asset system integration pending. Optional ambient occlusion map.
AO maps darken areas that should receive less ambient light, such as crevices and contact points. The red channel is typically used.
Future work: Texture asset system integration pending. The 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.
alpha_mode: AlphaModeOptional texture for emissive color.
If present, this texture’s RGB values are multiplied with emissive.
Future work: Texture asset system integration pending. 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.
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 Clone for StandardMaterial
impl Clone for StandardMaterial
Source§fn clone(&self) -> StandardMaterial
fn clone(&self) -> StandardMaterial
1.0.0 · 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 Default for StandardMaterial
impl Default for StandardMaterial
Source§fn default() -> StandardMaterial
fn default() -> 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 specular_power(&self) -> f32
fn specular_power(&self) -> f32
Source§fn ambient_color(&self) -> LinearRgba
fn ambient_color(&self) -> LinearRgba
impl Asset for StandardMaterial
Auto Trait Implementations§
impl Freeze for StandardMaterial
impl RefUnwindSafe for StandardMaterial
impl Send for StandardMaterial
impl Sync for StandardMaterial
impl Unpin for StandardMaterial
impl UnwindSafe for StandardMaterial
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