mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-15 22:55:13 +01:00
36 lines
1.1 KiB
Text
36 lines
1.1 KiB
Text
/// @func BBMOD_ParticleMaterial([_shader])
|
|
///
|
|
/// @extends BBMOD_DefaultMaterial
|
|
///
|
|
/// @desc A material that can be used for rendering particles.
|
|
///
|
|
/// @param {Struct.BBMOD_Shader} [_shader] A shader that the material uses in
|
|
/// the {@link BBMOD_ERenderPass.Forward} pass. Leave `undefined` if you would
|
|
/// like to use {@link BBMOD_Material.set_shader} to specify shaders used in
|
|
/// specific render passes.
|
|
///
|
|
/// @see BBMOD_ParticleShader
|
|
function BBMOD_ParticleMaterial(_shader=undefined)
|
|
: BBMOD_DefaultMaterial(_shader) constructor
|
|
{
|
|
BBMOD_CLASS_GENERATED_BODY;
|
|
|
|
static DefaultMaterial_copy = copy;
|
|
|
|
/// @var {Real} Distance over which the particle smoothly dissappears when
|
|
/// getting closer to geometry rendered in the depth buffer. Use values less
|
|
/// or equal to 0 to disable the effect. Default value is 0.
|
|
SoftDistance = 0.0;
|
|
|
|
static copy = function (_dest) {
|
|
DefaultMaterial_copy(_dest);
|
|
_dest.SoftDistance = SoftDistance;
|
|
return self;
|
|
};
|
|
|
|
static clone = function () {
|
|
var _clone = new BBMOD_ParticleMaterial();
|
|
copy(_clone);
|
|
return _clone;
|
|
};
|
|
}
|