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rendering [2019/03/20 19:25]
grondag [Material Properties]
rendering [2019/03/20 19:37] (current)
grondag [Material Properties]
Line 87: Line 87:
  
 === Blend Mode === === Blend Mode ===
 +  * Allows the effect of multiple render layers in the same block/​model.
   * Set via ''​MaterialFinder.blendMode()''​   * Set via ''​MaterialFinder.blendMode()''​
-  * Accepts ''​BlockRenderLayer''​ enum values +  * Accepts ''​BlockRenderLayer''​ enum values.
-  * Allows the effect of multiple render layers in the same block/model.+
   * Does NOT necessarily mean the material actually renders in the given pass - only that it will appear to do so. (Some renderers may combine passes or do other optimizations. ​ Don't write MixIns that are tied to ''​BlockRenderLayer''​ passes.)   * Does NOT necessarily mean the material actually renders in the given pass - only that it will appear to do so. (Some renderers may combine passes or do other optimizations. ​ Don't write MixIns that are tied to ''​BlockRenderLayer''​ passes.)
   * If null (the default) then terrain renders will use the value of ''​Block.getRenderLayer()''​. Other render contexts will use ''​BlockRenderLayer.TRANSLUCENT''​ as the default.   * If null (the default) then terrain renders will use the value of ''​Block.getRenderLayer()''​. Other render contexts will use ''​BlockRenderLayer.TRANSLUCENT''​ as the default.
  
 === Diffuse Shading On/Off === === Diffuse Shading On/Off ===
-disableDiffuse+  * Controls color modification for diffuse lighting. 
 +  * On by default. 
 +  * Disable via ''​MaterialFinder.disableDiffuse()''​. 
 +  * In vanilla Minecraft this causes sides and bottoms of blocks to be darker, creating visual distinction. 
 +  * Renderer implementations may use a different diffuse lighting model but should still honor this setting. 
  
 === Ambient Occlusion Shading On/Off === === Ambient Occlusion Shading On/Off ===
 +  * Controls color modification for ambient occlusion lighting. 
 +  * On by default. 
 +  * Disable via ''​MaterialFinder.disableAo()''​. 
 +  * In vanilla Minecraft this causes interior corners to be darker, creating visual distinction. 
 +  * Renderer implementations may use a different AO lighting model but should still honor this setting.
  
 === Emissive Rendering On/Off === === Emissive Rendering On/Off ===
 +  * When enabled, causes quad to be rendered at full brightness. 
 +  * Disabled by default. 
 +  * Enable via ''​MaterialFinder.emissive()''​ 
 +  * Does not require a custom per-vertex light map and it is recommended you don't provide one. 
 +  * Diffuse and Ambient Occlusion shading //will// apply unless also disabled.
  
 === Sprite Depth === === Sprite Depth ===
rendering.txt · Last modified: 2019/03/20 19:37 by grondag