5#include <QtQuick3DRuntimeRender/private/qssgrenderdefaultmaterial_p.h>
6#include <QtQuick3DRuntimeRender/private/qssgshadermaterialadapter_p.h>
13 Q_ASSERT(
type == QSSGRenderGraphObject::Type::DefaultMaterial ||
14 type == QSSGRenderGraphObject::Type::PrincipledMaterial ||
15 type == QSSGRenderGraphObject::Type::SpecularGlossyMaterial);
16 if (
type == QSSGRenderGraphObject::Type::PrincipledMaterial) {
Combined button and popup list for selecting options.
~QSSGRenderCustomMaterial()
std::underlying_type_t< Flags > FlagT
QSSGShaderMaterialAdapter * adapter
QSSGRenderCustomMaterial()
void setAlwaysDirty(bool v)
QSSGShaderMaterialAdapter * adapter
~QSSGRenderDefaultMaterial()
TextureChannelMapping occlusionChannel
QSSGRenderDefaultMaterial(Type type=Type::DefaultMaterial)
TextureChannelMapping roughnessChannel
TextureChannelMapping metalnessChannel
static QSSGShaderMaterialAdapter * create(const QSSGRenderGraphObject &materialNode)