Serializable description of a material.
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#include <MaterialRegistry.h>
Serializable description of a material.
Material assets contain paths and parameter values needed to recreate a material instance. They are persisted as JSON files, enabling offline editing and hot reloading.
Contents:
- Path: absolute or asset-relative JSON path of this material.
- Shader: name of the shader to bind against.
- TextureSlots: map of texture uniforms to texture slots.
- Floats/Float3s/Float4s: scalar/vector uniform parameter values.
- GPUIndex: assigned GPU resource index, persistent across reloads.
◆ Float3s
| std::unordered_map<std::string, std::array<float, 3> > Raven::MaterialAsset::Float3s |
◆ Float4s
| std::unordered_map<std::string, std::array<float, 4> > Raven::MaterialAsset::Float4s |
◆ Floats
| std::unordered_map<std::string, float> Raven::MaterialAsset::Floats |
◆ GPUIndex
| u32 Raven::MaterialAsset::GPUIndex = 0xFFFFFFFF |
◆ Path
| std::string Raven::MaterialAsset::Path |
◆ Shader
| std::string Raven::MaterialAsset::Shader |
◆ TextureSlots
| std::unordered_map<std::string, TextureSlot> Raven::MaterialAsset::TextureSlots |
The documentation for this struct was generated from the following file: