public: // DATA
uint32_t mFlags = 0x0;
- Index mEnvironmentIdx = 0;
- Vector4 mColor = Color::WHITE;
- float mMetallic = 1.f;
- float mRoughness = 1.f;
+ Index mEnvironmentIdx = 0;
+ Vector4 mColor = Color::WHITE;
+ float mMetallic = 1.f;
+ float mRoughness = 1.f;
+ Vector4 mBaseColorFactor = Vector4::ONE;
+ float mNormalScale = 1.f;
+ float mOcclusionStrength = 1.f;
+ Vector3 mEmissiveFactor = Vector3::ZERO;
+
+ // For the glTF, each of albedo, metallicRoughness, normal textures are not essential.
+ bool mNeedAlbedoTexture = true;
+ bool mNeedMetallicRoughnessTexture = true;
+ bool mNeedNormalTexture = true;
+
std::vector<TextureStage> mTextureStages;
};