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    Class GpuSkinning

    Lighting knobs on the shared GPU-skinning shader. Defaults are unlit (white ambient, sun off) so games that never call this look exactly as they did.

    Inheritance
    object
    GpuSkinning
    Inherited Members
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: PopcorningGuineaPig.Engine.Gameplay
    Assembly: PopcorningGuineaPig.Engine.dll
    Syntax
    public static class GpuSkinning

    Properties

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    CompileFailure

    Set when the skinning shader failed to compile. Null when it linked or has not been compiled yet. Callers must not draw the rigged mesh in that case.

    Declaration
    public static string? CompileFailure { get; }
    Property Value
    Type Description
    string

    Methods

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    SetFog(ReadOnlySpan<Vector2>, float, float, Vector3)

    XZ distance fog to living sight centres. Empty centers (or never calling this) keeps the unlit/unfogged default. Count is clamped 0..10.

    Declaration
    public static void SetFog(ReadOnlySpan<Vector2> centers, float start, float end, Vector3 color)
    Parameters
    Type Name Description
    ReadOnlySpan<Vector2> centers
    float start
    float end
    Vector3 color
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    SetHemisphereSun(Vector3, Vector3, Vector3, Vector3, float)

    Hemisphere ambient + one directional sun, half-lambert. sunDir points toward the sun. Pass sunStrength 0 and both ambients as One to restore the unlit default.

    Declaration
    public static void SetHemisphereSun(Vector3 sunDir, Vector3 sunColor, Vector3 skyAmbient, Vector3 groundAmbient, float sunStrength)
    Parameters
    Type Name Description
    Vector3 sunDir
    Vector3 sunColor
    Vector3 skyAmbient
    Vector3 groundAmbient
    float sunStrength
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