Interface: ShaderLightingUniforms
Properties
ambientColor
• ambientColor: Object
Type declaration
| Name | Type |
|---|---|
value | Color |
bedCausticScale
• bedCausticScale: Object
0..1 scale on the caustic net seen on submerged faces from below.
Type declaration
| Name | Type |
|---|---|
value | number |
cascadeSplit0
• cascadeSplit0: Object
Type declaration
| Name | Type |
|---|---|
value | number |
cascadeSplit1
• cascadeSplit1: Object
Type declaration
| Name | Type |
|---|---|
value | number |
cascadeSplit2
• cascadeSplit2: Object
Type declaration
| Name | Type |
|---|---|
value | number |
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
| Name | Type |
|---|---|
value | Vector3 |
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
| Name | Type |
|---|---|
value | number |
shadowBias
• shadowBias: Object
Type declaration
| Name | Type |
|---|---|
value | number |
shadowDebugMode
• shadowDebugMode: Object
Type declaration
| Name | Type |
|---|---|
value | number |
shadowMap0
• shadowMap0: Object
Type declaration
| Name | Type |
|---|---|
value | Texture<unknown> |
shadowMap1
• shadowMap1: Object
Type declaration
| Name | Type |
|---|---|
value | Texture<unknown> |
shadowMap2
• shadowMap2: Object
Type declaration
| Name | Type |
|---|---|
value | Texture<unknown> |
shadowMatrix0
• shadowMatrix0: Object
Type declaration
| Name | Type |
|---|---|
value | Matrix4 |
shadowMatrix1
• shadowMatrix1: Object
Type declaration
| Name | Type |
|---|---|
value | Matrix4 |
shadowMatrix2
• shadowMatrix2: Object
Type declaration
| Name | Type |
|---|---|
value | Matrix4 |
shadowNormalBias
• shadowNormalBias: Object
Type declaration
| Name | Type |
|---|---|
value | number |
shadowSideFaceBiasScale
• shadowSideFaceBiasScale: Object
Type declaration
| Name | Type |
|---|---|
value | number |
shadowSlopeBiasMin
• shadowSlopeBiasMin: Object
Type declaration
| Name | Type |
|---|---|
value | number |
shadowSlopeBiasScale
• shadowSlopeBiasScale: Object
Type declaration
| Name | Type |
|---|---|
value | number |
shadowStrength
• shadowStrength: Object
Type declaration
| Name | Type |
|---|---|
value | number |
shadowTopFaceBiasScale
• shadowTopFaceBiasScale: Object
Type declaration
| Name | Type |
|---|---|
value | number |
skyMiddleColor
• skyMiddleColor: Object
Type declaration
| Name | Type |
|---|---|
value | Color |
skyTopColor
• skyTopColor: Object
Type declaration
| Name | Type |
|---|---|
value | Color |
sunColor
• sunColor: Object
Type declaration
| Name | Type |
|---|---|
value | Color |
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
| Name | Type |
|---|---|
value | Vector3 |
sunlightIntensity
• sunlightIntensity: Object
Type declaration
| Name | Type |
|---|---|
value | number |
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
| Name | Type |
|---|---|
value | number |
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
| Name | Type |
|---|---|
value | Vector4 |
waterAbsorption
• waterAbsorption: Object
Type declaration
| Name | Type |
|---|---|
value | number |
waterFresnelStrength
• waterFresnelStrength: Object
Type declaration
| Name | Type |
|---|---|
value | number |
waterLevel
• waterLevel: Object
Type declaration
| Name | Type |
|---|---|
value | number |
waterStreakStrength
• waterStreakStrength: Object
Type declaration
| Name | Type |
|---|---|
value | number |
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
| Name | Type |
|---|---|
value | number |
waterTint
• waterTint: Object
Type declaration
| Name | Type |
|---|---|
value | Color |