threejs-worldgen
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    Interface PropMaterialContext

    Where a prop material gets its inputs.

    interface PropMaterialContext {
        look?: StateLook;
        night: Node;
        time: Node;
        uniforms: {
            burn: UniformNode<"float", number>;
            damage: UniformNode<"float", number>;
            heat: UniformNode<"float", number>;
            lampIntensity: UniformNode<"float", number>;
            night: UniformNode<"float", number>;
            snow: UniformNode<"float", number>;
            trafficCycle: UniformNode<"float", number>;
            wetness: UniformNode<"float", number>;
        };
    }
    Index
    look?: StateLook

    Weathering look (default: threejs-weathering's shared look).

    night: Node

    0 day … 1 night; e.g. sky.uniforms.night from threejs-sky.

    time: Node

    Seconds (traffic light cycles, drips, embers).

    uniforms: {
        burn: UniformNode<"float", number>;
        damage: UniformNode<"float", number>;
        heat: UniformNode<"float", number>;
        lampIntensity: UniformNode<"float", number>;
        night: UniformNode<"float", number>;
        snow: UniformNode<"float", number>;
        trafficCycle: UniformNode<"float", number>;
        wetness: UniformNode<"float", number>;
    }

    Shared uniforms.

    Type Declaration

    • burn: UniformNode<"float", number>

      Burn floor, 0…1.

    • damage: UniformNode<"float", number>

      Damage floor, 0…1.

    • heat: UniformNode<"float", number>

      Ember glow, 0…1.

    • lampIntensity: UniformNode<"float", number>

      Lamp brightness (emissive multiplier).

    • night: UniformNode<"float", number>

      0 day … 1 night (used when no night node is given).

    • snow: UniformNode<"float", number>

      Snow floor, 0…1.

    • trafficCycle: UniformNode<"float", number>

      Seconds per traffic light cycle.

    • wetness: UniformNode<"float", number>

      Wetness floor for every prop, 0…1.