There is a newer version of this op!
This version will not receive any updates. It is recommended to use a newer version.
Current version: Ops.Gl.Shader.MatCapMaterialNew_v3
Easy to use image based lighting Material
summary (oneliner)
doc
issues
example patch id
youtube id
caniuse query
collections
Inputs
render (Trigger)
Trigger the op
MatCap (Object)
texture in - should be matcap material format
Texture maps
Diffuse (Object)
Diffuse texture in
Normal (Object)
Normals texture in
Specular (Object)
Specular texture in
Specular MatCap (Object)
Specular matcap texture in
AO Texture (Object)
Ambient occlusion texture in
Opacity Texture (Object)
Opacity texture in - affected by texture opacity options
Color
r (Number)
Red amount
g (Number)
Green amount
b (Number)
Blue amount
Opacity (Number)
Opacity amount
AO Intensity (Number)
Ambient occlusion intensity
Repeat X (Number)
Repeat texture amount on the X axis
Repeat Y (Number)
Repeat texture amount on the Y axis
Offset X (Number)
Offset texture on X axis
Offset Y (Number)
Offset texture on Y axis
calc normal tangents (boolean /Number)
projectCoords index (integer /Number)
projectCoords (string /Number)
Screen Space Normals (boolean /Number)
Alpha Mask Source index (integer /Number)
Texture Opacity
Alpha Mask Source (String)
Opacity TexCoords Transform (boolean /Number)
Discard Transparent Pixels (boolean /Number)
Outputs
trigger (Trigger)
Trigger out
Shader (Object)
Shader out