Skip to main content

Interface: ShaderLightingUniforms

Properties​

ambientColor​

• ambientColor: Object

Type declaration​

NameType
valueColor

bedCausticScale​

• bedCausticScale: Object

0..1 scale on the caustic net seen on submerged faces from below.

Type declaration​

NameType
valuenumber

cascadeSplit0​

• cascadeSplit0: Object

Type declaration​

NameType
valuenumber

cascadeSplit1​

• cascadeSplit1: Object

Type declaration​

NameType
valuenumber

cascadeSplit2​

• cascadeSplit2: Object

Type declaration​

NameType
valuenumber

celestialDirection​

• celestialDirection: Object

The celestial disc above the horizon as the sky box actually draws it (getVisibleDiscDirection): the sun by day, the moon by night, never clamped or tilted. Specular reflections read this, so the sun on the water sits under the sun in the sky.

Type declaration​

NameType
valueVector3

directSunlight​

• directSunlight: Object

The share of the sun (the moon by night) that reaches the world as a direct beam, 0..1: 1 under a clear sky, falling as cloud veils the disc. What only a beam draws (glints on water, caustics, the disc seen through the surface from below) scales by it; diffuse daylight (sunlightIntensity) does not. The engine leaves it at 1; a host with weather lowers it.

Type declaration​

NameType
valuenumber

shadowBias​

• shadowBias: Object

Type declaration​

NameType
valuenumber

shadowDebugMode​

• shadowDebugMode: Object

Type declaration​

NameType
valuenumber

shadowMap0​

• shadowMap0: Object

Type declaration​

NameType
valueTexture<unknown>

shadowMap1​

• shadowMap1: Object

Type declaration​

NameType
valueTexture<unknown>

shadowMap2​

• shadowMap2: Object

Type declaration​

NameType
valueTexture<unknown>

shadowMatrix0​

• shadowMatrix0: Object

Type declaration​

NameType
valueMatrix4

shadowMatrix1​

• shadowMatrix1: Object

Type declaration​

NameType
valueMatrix4

shadowMatrix2​

• shadowMatrix2: Object

Type declaration​

NameType
valueMatrix4

shadowNormalBias​

• shadowNormalBias: Object

Type declaration​

NameType
valuenumber

shadowSideFaceBiasScale​

• shadowSideFaceBiasScale: Object

Type declaration​

NameType
valuenumber

shadowSlopeBiasMin​

• shadowSlopeBiasMin: Object

Type declaration​

NameType
valuenumber

shadowSlopeBiasScale​

• shadowSlopeBiasScale: Object

Type declaration​

NameType
valuenumber

shadowStrength​

• shadowStrength: Object

Type declaration​

NameType
valuenumber

shadowTopFaceBiasScale​

• shadowTopFaceBiasScale: Object

Type declaration​

NameType
valuenumber

skyMiddleColor​

• skyMiddleColor: Object

Type declaration​

NameType
valueColor

skyTopColor​

• skyTopColor: Object

Type declaration​

NameType
valueColor

sunColor​

• sunColor: Object

Type declaration​

NameType
valueColor

sunDirection​

• sunDirection: Object

The shading light: held above a minimum elevation, tilted off the sun's plane, and blended toward the moon through twilight, so terrain shading and shadows stay readable at every hour. Not where the sun is drawn.

Type declaration​

NameType
valueVector3

sunlightIntensity​

• sunlightIntensity: Object

Type declaration​

NameType
valuenumber

surfaceUndersideScale​

• surfaceUndersideScale: Object

The surface's underside while submerged: 0 off, 1 one continuous rippled ceiling the scene above shows through most straight up, 2 the texel-stepped window and caustic web, 3 the clear Snell window over a calm mirror (2 and 3 kept for A/B captures).

Type declaration​

NameType
valuenumber

surfaceUndersideTuning​

• surfaceUndersideTuning: Object

Style 1's ceiling, live-tunable: x film brightness against the water's scatter colour, y the share of the scene above shown straight up, z the power of the cosine it falls off with toward grazing, w the ripples' light-and-shade on the film. Defaults are WATER_OPTICS.underside*.

Type declaration​

NameType
valueVector4

waterAbsorption​

• waterAbsorption: Object

Type declaration​

NameType
valuenumber

waterFresnelStrength​

• waterFresnelStrength: Object

Type declaration​

NameType
valuenumber

waterLevel​

• waterLevel: Object

Type declaration​

NameType
valuenumber

waterStreakStrength​

• waterStreakStrength: Object

Type declaration​

NameType
valuenumber

waterSurfaceCrisp​

• waterSurfaceCrisp: Object

1 draws the water surface per 1/16-block texel (ripples sampled at texel centres, fresnel and glint in three flat steps); 0 the earlier smooth surface, for A/B.

Type declaration​

NameType
valuenumber

waterTint​

• waterTint: Object

Type declaration​

NameType
valueColor