Note
Access to this page requires authorization. You can try signing in or changing directories.
Access to this page requires authorization. You can try changing directories.
Flags specific to the ColorMaterial.
enum class Microsoft::Azure::RemoteRendering::ColorMaterialFeatures : int32_t
Values
Name | Value | Description | Remarks |
---|---|---|---|
ColorMaterialFeatures::None |
0 | ||
ColorMaterialFeatures::UseVertexColor |
1 | Use the vertex color (if provided by the mesh). | |
ColorMaterialFeatures::DoubleSided |
2 | The material is rendered double-sided. Otherwise back-faces may be culled, depending on the selected SingleSidedMode. | |
ColorMaterialFeatures::FadeToBlack |
4 | If enabled, this material fades to black as opposed to fading to transparent when using ColorMaterial.FadeOut. Fading to black has the same effect on see-through devices like HoloLens but has significantly lower rendering cost. | |
ColorMaterialFeatures::AlphaClipped |
8 | Enables hard cut-outs on a per-pixel basis based on the alpha value being below ColorMaterial.AlphaClipThreshold. This works for opaque materials as well. | |
ColorMaterialFeatures::TransparencyWritesDepth |
16 | Toggles transparency depth writes. Objects rendered transparently do not contribute to the depth buffer as a default. Set this to true if objects associated with this material should write depth. | Enabling this on transparent materials can improve the re-projection behavior of transparent objects, and hologram stability by consequence. See the respective LSR documentation for details. |
ColorMaterialFeatures::FresnelEffect |
32 | If enabled this material will have a Fresnel effect additively added to the rendering of the base material. Use the FresnelEffectExponent and FresnelEffectColor to control the effect visuals. |