threejs-worldgen
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    Function createRoofMaterial

    • Roof and detail material: tiles, slates, shingles, standing-seam metal, thatch and concrete patterns for roof surfaces (by facade.w), fixed colours for rooftop plant, glazing, chimneys, metal, wood and railings (by facade.x, see ROOF_PARTS), with weather (snow settles here). Pass weather: null for instanced details (global roof weather only). shade (float node) scales the colour before weather, e.g. a per-instance shade: unlike a BatchedMesh instance colour, which three.js multiplies in after colorNode, it leaves snow and ash untinted.

      Parameters

      • u: {
            centerLine: UniformNode<"color", Color>;
            concrete: UniformNode<"color", Color>;
            frame: UniformNode<"color", Color>;
            glass: UniformNode<"color", Color>;
            kerb: UniformNode<"color", Color>;
            lightIntensity: UniformNode<"float", number>;
            marking: UniformNode<"color", Color>;
            markings: UniformNode<"float", number>;
            night: UniformNode<"float", number>;
            patternScale: UniformNode<"float", number>;
            roadColors: UniformArrayNode<string>;
            roadWeather: UniformNode<"vec4", Vector4>;
            roofWeather: UniformNode<"vec4", Vector4>;
            sidewalk: UniformNode<"color", Color>;
            wallWeather: UniformNode<"vec4", Vector4>;
            wear: UniformNode<"float", number>;
            windowA: UniformArrayNode<string>;
            windowB: UniformArrayNode<string>;
            windowLight: UniformNode<"color", Color>;
        }
        • centerLine: UniformNode<"color", Color>

          Arterial centre line colour.

        • concrete: UniformNode<"color", Color>

          Bridge concrete colour.

        • frame: UniformNode<"color", Color>

          Window frame colour.

        • glass: UniformNode<"color", Color>

          Window glass colour.

        • kerb: UniformNode<"color", Color>

          Kerb colour.

        • lightIntensity: UniformNode<"float", number>

          Lit window brightness.

        • marking: UniformNode<"color", Color>

          Lane marking colour.

        • markings: UniformNode<"float", number>

          1 = paint markings, 0 = none.

        • night: UniformNode<"float", number>

          0 = day, 1 = night: lit windows glow.

        • patternScale: UniformNode<"float", number>

          Pattern size multiplier (bricks, planks, tiles).

        • roadColors: UniformArrayNode<string>

          Road base colour per surface (asphalt, cobblestone, gravel, dirt).

        • roadWeather: UniformNode<"vec4", Vector4>

          Road weather: wetness, snow, burn, damage.

        • roofWeather: UniformNode<"vec4", Vector4>

          Roof weather: wetness, snow, burn, damage.

        • sidewalk: UniformNode<"color", Color>

          Sidewalk colour.

        • wallWeather: UniformNode<"vec4", Vector4>

          Wall weather: wetness, snow, burn, damage.

        • wear: UniformNode<"float", number>

          Road wear 0..1.

        • windowA: UniformArrayNode<string>

          Per building style: bay width, window width, window height, sill.

        • windowB: UniformArrayNode<string>

          Per building style: frame width, lit share, floor height, unused.

        • windowLight: UniformNode<"color", Color>

          Lit window colour.

      • weather: BuildingWeather | null
      • shade: any = ...

      Returns MeshStandardNodeMaterial