Trial provides a standard renderer that implements the Blinn-Phong shading model and associated material. To use it, simply enter a phong-render-pass
and ensure your objects provide a phong-material
, or some appropriate conversion exists.
Each material has the following properties:
Diffuse
This is put together through the diffuse-texture
and the diffuse-factor
, both of which are 4-component. The alpha component allows you to make semi-transparent materials.
Specular
This is put together through the specular-texture
and the specular-factor
, both of which are a singular component designating the "glossiness" of the surface.
Normal
The normal-texture
provides the standard normal mapping behaviour.
Alpha-Cutoff
The alpha-cutoff
designates a threshold below which the material is considered fully transparent.
You may also use pbr-material
s with this pass, in which case the albedo is used for diffuse, and the metalness for specular. Other properties are discarded.