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PhysicallyBased.PhysicallyBasedDeferredTerrainShader Type

Describes a physically-based deferred terrain shader that's loaded into GPU.

Record fields

Record Field Description

AlbedoTexturesUniforms

Full Usage: AlbedoTexturesUniforms

Field type: int array
Field type: int array

AmbientOcclusionTexturesUniforms

Full Usage: AmbientOcclusionTexturesUniforms

Field type: int array
Field type: int array

EyeCenterUniform

Full Usage: EyeCenterUniform

Field type: int
Field type: int

HeightTexturesUniforms

Full Usage: HeightTexturesUniforms

Field type: int array
Field type: int array

LayersCountUniform

Full Usage: LayersCountUniform

Field type: int
Field type: int

LightShadowBiasUniform

Full Usage: LightShadowBiasUniform

Field type: int
Field type: int

LightShadowDensityUniform

Full Usage: LightShadowDensityUniform

Field type: int
Field type: int

LightShadowExponentUniform

Full Usage: LightShadowExponentUniform

Field type: int
Field type: int

LightShadowSampleScalarUniform

Full Usage: LightShadowSampleScalarUniform

Field type: int
Field type: int

LightShadowSamplesUniform

Full Usage: LightShadowSamplesUniform

Field type: int
Field type: int

NormalTexturesUniforms

Full Usage: NormalTexturesUniforms

Field type: int array
Field type: int array

PhysicallyBasedShader

Full Usage: PhysicallyBasedShader

Field type: uint
Field type: uint

ProjectionUniform

Full Usage: ProjectionUniform

Field type: int
Field type: int

RoughnessTexturesUniforms

Full Usage: RoughnessTexturesUniforms

Field type: int array
Field type: int array

ViewProjectionUniform

Full Usage: ViewProjectionUniform

Field type: int
Field type: int

ViewUniform

Full Usage: ViewUniform

Field type: int
Field type: int

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