Renderer · interface
SurfaceLayerLook
One layer's own look, applied to what it reads before the layers are blended. Every field is the identity where it is absent, so a material names only what differs.
Explained in Hello world.
interface SurfaceLayerLookimport type { SurfaceLayerLook } from '@driftengine/core';Properties
| Name | Type | Description |
|---|---|---|
tintreadonlyoptional | Vec3 | Multiplies the layer's colour, linear. Above 1 brightens it. Absent: [1, 1, 1]. |
roughnessreadonlyoptional | readonly [number, number] | The roughness the ORM's green channel is spread over, from its 0 to its 1. Absent: [0, 1]. |
metalnessreadonlyoptional | readonly [number, number] | The metalness the ORM's blue channel is spread over, the same way. Absent: [0, 1]. |
normalStrengthreadonlyoptional | number | How far the layer's normal map bends the surface: its tangent-space x and y times this, before the layers' normals are blended. 0 is flat, 1 the map as it is. Absent: 1. |
specularreadonlyoptional | number | The layer's specular, in the units a mesh's vertices carry theirs: how strong a highlight is,
and under physicalSpecular the reflectance head-on, 0.08 × specular. Blended across the
layers as their colours are. Absent: the surface's own, as its vertices give it. |