OCCT3D OCCT 8.0.1
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    Open CASCADE Technology Reference Manual 8.0.1
    Graphic3d_TextureUnit.hxx File Reference

    Enumerations

    enum  Graphic3d_TextureUnit {
      Graphic3d_TextureUnit_0 , Graphic3d_TextureUnit_1 , Graphic3d_TextureUnit_2 , Graphic3d_TextureUnit_3 ,
      Graphic3d_TextureUnit_4 , Graphic3d_TextureUnit_5 , Graphic3d_TextureUnit_6 , Graphic3d_TextureUnit_7 ,
      Graphic3d_TextureUnit_8 , Graphic3d_TextureUnit_9 , Graphic3d_TextureUnit_10 , Graphic3d_TextureUnit_11 ,
      Graphic3d_TextureUnit_12 , Graphic3d_TextureUnit_13 , Graphic3d_TextureUnit_14 , Graphic3d_TextureUnit_15 ,
      Graphic3d_TextureUnit_BaseColor = Graphic3d_TextureUnit_0 , Graphic3d_TextureUnit_Emissive = Graphic3d_TextureUnit_1 , Graphic3d_TextureUnit_Occlusion = Graphic3d_TextureUnit_2 , Graphic3d_TextureUnit_Normal = Graphic3d_TextureUnit_3 ,
      Graphic3d_TextureUnit_MetallicRoughness = Graphic3d_TextureUnit_4 , Graphic3d_TextureUnit_EnvMap = Graphic3d_TextureUnit_0 , Graphic3d_TextureUnit_PointSprite = Graphic3d_TextureUnit_1 , Graphic3d_TextureUnit_DepthPeelingDepth = -6 ,
      Graphic3d_TextureUnit_DepthPeelingFrontColor = -5 , Graphic3d_TextureUnit_ShadowMap = -4 , Graphic3d_TextureUnit_PbrEnvironmentLUT = -3 , Graphic3d_TextureUnit_PbrIblDiffuseSH = -2 ,
      Graphic3d_TextureUnit_PbrIblSpecular = -1
    }
     Texture unit. More...
    enum  { Graphic3d_TextureUnit_NB = Graphic3d_TextureUnit_15 + 1 }

    Enumeration Type Documentation

    ◆ anonymous enum

    anonymous enum
    Enumerator
    Graphic3d_TextureUnit_NB 

    ◆ Graphic3d_TextureUnit

    Texture unit.

    Enumerator
    Graphic3d_TextureUnit_0 
    Graphic3d_TextureUnit_1 
    Graphic3d_TextureUnit_2 
    Graphic3d_TextureUnit_3 
    Graphic3d_TextureUnit_4 
    Graphic3d_TextureUnit_5 
    Graphic3d_TextureUnit_6 
    Graphic3d_TextureUnit_7 
    Graphic3d_TextureUnit_8 
    Graphic3d_TextureUnit_9 
    Graphic3d_TextureUnit_10 
    Graphic3d_TextureUnit_11 
    Graphic3d_TextureUnit_12 
    Graphic3d_TextureUnit_13 
    Graphic3d_TextureUnit_14 
    Graphic3d_TextureUnit_15 
    Graphic3d_TextureUnit_BaseColor 

    sampler2D occSamplerBaseColor. RGB(A) base color of the material and alpha mask/opacity.

    Graphic3d_TextureUnit_Emissive 

    sampler2D occSamplerEmissive. RGB emissive map controls the color and intensity of the light being emitted by the material.

    Graphic3d_TextureUnit_Occlusion 

    sampler2D occSamplerOcclusion. Occlusion map indicating areas of indirect lighting. Encoded into RED channel, with 1.0 meaning no occlusion (full color intensity) and 0.0 complete occlusion (black).

    Graphic3d_TextureUnit_Normal 

    sampler2D occSamplerNormal. XYZ tangent space normal map.

    Graphic3d_TextureUnit_MetallicRoughness 

    sampler2D occSamplerMetallicRoughness. Metalness + roughness of the material. Encoded into GREEN (roughness) + BLUE (metallic) channels, so that it can be optionally combined with occlusion texture (RED channel).

    Graphic3d_TextureUnit_EnvMap 

    samplerCube occSampler0. Environment cubemap for background. Rendered by dedicated program and normally occupies first texture unit.

    Graphic3d_TextureUnit_PointSprite 

    sampler2D occSamplerPointSprite. Sprite alpha-mask or RGBA image mapped using point UV, additional to BaseColor (mapping using vertex UV). This texture unit is set Graphic3d_TextureUnit_1, so that it can be combined with Graphic3d_TextureUnit_BaseColor, while other texture maps (normal map and others) are unexpected and unsupported for points. Note that it can be overridden to Graphic3d_TextureUnit_0 for FFP fallback on hardware without multi-texturing.

    Graphic3d_TextureUnit_DepthPeelingDepth 

    sampler2D occDepthPeelingDepth. 1st texture unit for Depth Peeling lookups.

    Graphic3d_TextureUnit_DepthPeelingFrontColor 

    sampler2D occDepthPeelingFrontColor. 2nd texture unit for Depth Peeling lookups.

    Graphic3d_TextureUnit_ShadowMap 

    sampler2D occShadowMapSampler. Directional light source shadowmap texture.

    Graphic3d_TextureUnit_PbrEnvironmentLUT 

    sampler2D occEnvLUT. Lookup table for approximated PBR environment lighting. Configured as index at the end of available texture units - 3.

    Graphic3d_TextureUnit_PbrIblDiffuseSH 

    sampler2D occDiffIBLMapSHCoeffs. Diffuse (irradiance) IBL map's spherical harmonics coefficients baked for PBR from environment cubemap image. Configured as index at the end of available texture units - 2.

    Graphic3d_TextureUnit_PbrIblSpecular 

    samplerCube occSpecIBLMap. Specular IBL (Image-Based Lighting) environment map baked for PBR from environment cubemap image. Configured as index at the end of available texture units - 1.