EnvironmentMapEffectΒΆ
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class
EnvironmentMapEffect: Effect, System.IDisposable, IEffectMatrices, IEffectLights, IEffectFog Built-in effect that supports environment mapping.
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Matrix
World Gets or sets the world matrix.
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Matrix
View Gets or sets the view matrix.
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Matrix
Projection Gets or sets the projection matrix.
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Vector3
DiffuseColor Gets or sets the material diffuse color (range 0 to 1).
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Vector3
EmissiveColor Gets or sets the material emissive color (range 0 to 1).
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float
Alpha Gets or sets the material alpha.
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Vector3
AmbientLightColor Gets or sets the ambient light color (range 0 to 1).
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readonly DirectionalLight
DirectionalLight0 Gets the first directional light.
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readonly DirectionalLight
DirectionalLight1 Gets the second directional light.
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readonly DirectionalLight
DirectionalLight2 Gets the third directional light.
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bool
FogEnabled Gets or sets the fog enable flag.
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float
FogStart Gets or sets the fog start distance.
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float
FogEnd Gets or sets the fog end distance.
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Vector3
FogColor Gets or sets the fog color.
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Texture2D
Texture Gets or sets the current texture.
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TextureCube
EnvironmentMap Gets or sets the current environment map texture.
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float
EnvironmentMapAmount Gets or sets the amount of the environment map RGB that will be blended over the base texture. Range 0 to 1, default 1. If set to zero, the RGB channels of the environment map will completely ignored (but the environment map alpha may still be visible if EnvironmentMapSpecular is greater than zero).
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Vector3
EnvironmentMapSpecular Gets or sets the amount of the environment map alpha channel that will be added to the base texture. Range 0 to 1, default 0. This can be used to implement cheap specular lighting, by encoding one or more specular highlight patterns into the environment map alpha channel, then setting EnvironmentMapSpecular to the desired specular light color.
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float
FresnelFactor Gets or sets the Fresnel factor used for the environment map blending. Higher values make the environment map only visible around the silhouette edges of the object, while lower values make it visible everywhere. Setting this property to 0 disables Fresnel entirely, making the environment map equally visible regardless of view angle. The default is 1. Fresnel only affects the environment map RGB (the intensity of which is controlled by EnvironmentMapAmount). The alpha contribution (controlled by EnvironmentMapSpecular) is not affected by the Fresnel setting.
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public Effect
Clone() Creates a clone of the current EnvironmentMapEffect instance.
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public void
EnableDefaultLighting() Sets up the standard key/fill/back lighting rig.
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void
OnApply() Lazily computes derived parameter values immediately before applying the effect.
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Matrix