DiffuseSpecularMaterial QML Type
|Import Statement:||import Qt3D.Extras 2.12|
- alphaBlending : bool
- ambient : color
- diffuse : var
- normal : var
- shininess : real
- specular : var
- textureScale : real
The phong lighting effect is based on the combination of 3 lighting components ambient, diffuse and specular. The relative strengths of these components are controlled by means of their reflectivity coefficients which are modelled as RGB triplets:
- Ambient is the color that is emitted by an object without any other light source.
- Diffuse is the color that is emitted for rough surface reflections with the lights.
- Specular is the color emitted for shiny surface reflections with the lights.
- The shininess of a surface is controlled by a float property.
This material uses an effect with a single render pass approach and performs per fragment lighting. Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2.
alphaBlending : bool
Indicates if the alpha information coming from the diffuse property will be taken into account during rendering. Defaults to false.
ambient : color
Holds the ambient color that is emitted by an object without any other light source.
diffuse : var
Holds the diffuse color of the material that is emitted for rough surface reflections with the lights. This can be either a plain color value or a texture.
normal : var
Holds the current normal map texture of the material. This can only be a texture, otherwise it is ignored. By default this map is not set.
shininess : real
Holds the shininess exponent. Higher values of shininess result in a smaller and brighter highlight.
Defaults to 150.0.
specular : var
Holds the specular color of the material that is emitted for shiny surface reflections with the lights. This can be either a plain color value or a texture.
textureScale : real
Holds the current texture scale. It is applied as a multiplier to texture coordinates at render time. Defaults to 1.0.
When used in conjunction with WrapMode.Repeat, textureScale provides a simple way to tile a texture across a surface. For example, a texture scale of
4.0 would result in 16 (4x4) tiles.
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