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PhysicallyBased.PhysicallyBasedDeferredEnvironmentFilterShader Type

Describes an environment filter pass of a deferred physically-based shader that's loaded into GPU.

Record fields

Record Field Description

DepthTextureUniform

Full Usage: DepthTextureUniform

Field type: int
Field type: int

EnvironmentFilterMapUniform

Full Usage: EnvironmentFilterMapUniform

Field type: int
Field type: int

EnvironmentFilterMapsUniforms

Full Usage: EnvironmentFilterMapsUniforms

Field type: int array
Field type: int array

EyeCenterUniform

Full Usage: EyeCenterUniform

Field type: int
Field type: int

LightMapMinsUniforms

Full Usage: LightMapMinsUniforms

Field type: int array
Field type: int array

LightMapOriginsUniforms

Full Usage: LightMapOriginsUniforms

Field type: int array
Field type: int array

LightMapSizesUniforms

Full Usage: LightMapSizesUniforms

Field type: int array
Field type: int array

LightMappingTextureUniform

Full Usage: LightMappingTextureUniform

Field type: int
Field type: int

MaterialTextureUniform

Full Usage: MaterialTextureUniform

Field type: int
Field type: int

NormalPlusTextureUniform

Full Usage: NormalPlusTextureUniform

Field type: int
Field type: int

PhysicallyBasedDeferredEnvironmentFilterShader

Full Usage: PhysicallyBasedDeferredEnvironmentFilterShader

Field type: uint
Field type: uint

ProjectionInverseUniform

Full Usage: ProjectionInverseUniform

Field type: int
Field type: int

ViewInverseUniform

Full Usage: ViewInverseUniform

Field type: int
Field type: int

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