Table of Contents

Enum MaterialStream

Namespace
Stride.CommunityToolkit.Rendering
Assembly
Stride.CommunityToolkit.dll

The material streams a MaterialStreamView can draw in place of the lit colour: the values the material's features wrote before lighting ran, which is what Game Studio's view modes show. Every mesh in the view draws the same stream.

public enum MaterialStream

Fields

Cavity = 7

The cavity, matCavity, as grey: the crevices that darken direct light.

ColorBase = 1

The colour as authored, matColorBase, before metalness split it between diffuse and specular.

Diffuse = 0

The diffuse colour, matDiffuse, after the metalness feature took its share: a metal shows black here.

Emissive = 8

The emissive colour, matEmissive, without its intensity.

Glossiness = 3

The glossiness, matGlossiness, as grey: black is rough, white is a mirror.

NormalTangent = 4

The normal in tangent space, matNormal, remapped from -1..1 to a colour: a flat surface is the lilac of (0.5, 0.5, 1).

NormalWorld = 5

The normal in world space after the normal map, remapped to a colour: up is green, the viewer's right is red.

Occlusion = 6

The ambient occlusion, matAmbientOcclusion, as grey: white is open, black is occluded.

Specular = 2

The specular colour, matSpecular: 0.02 grey for a dielectric, the colour itself for a metal.