Class: ChunkRenderer
Constructors
constructor
• new ChunkRenderer(): ChunkRenderer
Returns
Properties
materials
• materials: Map<string, CustomChunkShaderMaterial>
shaderLightingUniforms
• shaderLightingUniforms: ShaderLightingUniforms
uniforms
• uniforms: Object
Type declaration
| Name | Type | Description |
|---|---|---|
ao | { value: Vector4 } | - |
ao.value | Vector4 | - |
atlasSize | { value: number } | - |
atlasSize.value | number | - |
baseAmbient | { value: number } | - |
baseAmbient.value | number | - |
cameraSubmersion | { value: number } | - |
cameraSubmersion.value | number | - |
cameraWaterPlaneY | { value: number } | - |
cameraWaterPlaneY.value | number | - |
faceShades | { value: Vector4 } | - |
faceShades.value | Vector4 | - |
farCover | { value: Vector4 } | x, y: mask origin in chunk columns; z: blocks per chunk; w: texels per side. |
farCover.value | Vector4 | - |
farCoverMask | { value: Texture<unknown> } | The far layer's chunk-coverage mask and its placement, written by FarTerrain: chunk fragments read them to yield their outer half chunk to the far layer across a dithered band. See far-terrain-seam. |
farCoverMask.value | Texture<unknown> | - |
farSeam | { value: number } | The seam band's ramp scale; 0 keeps the loaded edge hard. |
farSeam.value | number | - |
fogColor | { value: Color } | - |
fogColor.value | Color | - |
fogFar | { value: number } | - |
fogFar.value | number | - |
fogHeightDensity | { value: number } | - |
fogHeightDensity.value | number | - |
fogHeightOrigin | { value: number } | - |
fogHeightOrigin.value | number | - |
fogNear | { value: number } | - |
fogNear.value | number | - |
fogVerticalBlend | { value: number } | 0..1 blend from horizontal to true 3D fog distance (caves). |
fogVerticalBlend.value | number | - |
lightIntensityAdjustment | { value: number } | - |
lightIntensityAdjustment.value | number | - |
minLightLevel | { value: number } | - |
minLightLevel.value | number | - |
pigmentTints | { value: Float32Array<ArrayBufferLike> } | The colour table: 16 linear RGB multipliers a face with a pigment mask takes by its voxel stage. Entry 0 is the untinted material. |
pigmentTints.value | Float32Array<ArrayBufferLike> | - |
sceneColor | { value: Texture<unknown> } | What the water refracts: a copy of the frame drawn before it, or with order-independent transparency the scene target's own colour, read while the blended layers draw elsewhere. |
sceneColor.value | Texture<unknown> | - |
sceneTextureSize | { value: Vector2 } | - |
sceneTextureSize.value | Vector2 | - |
showGreedyDebug | { value: number } | - |
showGreedyDebug.value | number | - |
skyFogBottomColor | { value: Color } | - |
skyFogBottomColor.value | Color | - |
skyFogDimension | { value: number } | - |
skyFogDimension.value | number | - |
skyFogExponent | { value: number } | - |
skyFogExponent.value | number | - |
skyFogExponent2 | { value: number } | - |
skyFogExponent2.value | number | - |
skyFogMiddleColor | { value: Color } | - |
skyFogMiddleColor.value | Color | - |
skyFogOffset | { value: number } | - |
skyFogOffset.value | number | - |
skyFogStrength | { value: number } | - |
skyFogStrength.value | number | - |
skyFogTopColor | { value: Color } | - |
skyFogTopColor.value | Color | - |
skyFogVoidOffset | { value: number } | - |
skyFogVoidOffset.value | number | - |
stageTints | { value: Float32Array<ArrayBufferLike> } | - |
stageTints.value | Float32Array<ArrayBufferLike> | - |
sunlightIntensity | { value: number } | - |
sunlightIntensity.value | number | - |
time | { value: number } | - |
time.value | number | - |
underwaterAmbient | { value: Color } | - |
underwaterAmbient.value | Color | - |
underwaterViewScale | { value: number } | - |
underwaterViewScale.value | number | - |
waterDepth | { value: Texture<unknown> } | The depth of the water near the panes in view, and how to read it (WaterDepthPass): which side of the water each pane fragment draws. |
waterDepth.value | Texture<unknown> | - |
waterDepthClip | { value: Vector2 } | - |
waterDepthClip.value | Vector2 | - |
waterDepthState | { value: number } | - |
waterDepthState.value | number | - |
waterDepthViewport | { value: Vector2 } | - |
waterDepthViewport.value | Vector2 | - |
waterNormalMap | { value: DataTexture } | - |
waterNormalMap.value | DataTexture | - |
waterRefractionReady | { value: number } | - |
waterRefractionReady.value | number | - |
waterRefractionStrength | { value: number } | - |
waterRefractionStrength.value | number | - |
windDirection | { value: Vector2 } | - |
windDirection.value | Vector2 | - |
windOffset | { value: Vector2 } | - |
windOffset.value | Vector2 | - |
windSpeed | { value: number } | - |
windSpeed.value | number | - |