RenderObjectAmbientOcclusionShader, AnisotropicWardShader, ConstantShader, CornellBox, DiffuseShader, GlassShader, Hair, IDShader, ImageBasedLight, MirrorShader, NormalShader, PhongShader, PrimIDShader, QuickGrayShader, ShinyDiffuseShader, SimpleShader, SphereLight, SunSkyLight, TexturedAmbientOcclusionShader, TexturedDiffuseShader, TexturedPhongShader, TexturedShinyDiffuseShader, TexturedWardShader, TriangleMeshLight, UberShader, UVShader, ViewCausticsShader, ViewGlobalPhotonsShader, ViewIrradianceShader, WireframeShaderpublic interface Shader extends RenderObject
| Modifier and Type | Method | Description |
|---|---|---|
Color |
getOpacity(ShadingState state) |
Returns how much light is blocked by this shader.
|
Color |
getRadiance(ShadingState state) |
Gets the radiance for a specified rendering state.
|
boolean |
isOpaque() |
Returns
true if this shader is fully opaque. |
void |
scatterPhoton(ShadingState state,
Color power) |
Scatter a photon with the specied power.
|
updateColor getRadiance(ShadingState state)
state - current render statevoid scatterPhoton(ShadingState state, Color power)
state - current statepower - power of the incoming photon.boolean isOpaque()
true if this shader is fully opaque.
This gives a quick way to find out if a shader needs further processing
when hit by a shadow ray.Color getOpacity(ShadingState state)