diff --git a/libraries/procedural/src/procedural/Procedural.h b/libraries/procedural/src/procedural/Procedural.h index 7d655b5ef4..d70477429d 100644 --- a/libraries/procedural/src/procedural/Procedural.h +++ b/libraries/procedural/src/procedural/Procedural.h @@ -40,7 +40,7 @@ const size_t MAX_PROCEDURAL_TEXTURE_CHANNELS{ 4 }; * If a procedural material contains a vertex shader, the bounding box of the material entity is used to cull the object to which the material is applied. * @property {string} fragmentShaderURL - A link to a fragment shader. Currently, only GLSL shaders are supported. The shader must implement a different method depending on the version. * <code>shaderUrl</code> is an alias. - * @property {string[]} channels=[] - An array of input texture URLs. Currently, up to 4 are supported. + * @property {string[]} channels=[] - An array of input texture URLs or entity IDs. Currently, up to 4 are supported. * @property {ProceduralUniforms} uniforms={} - A {@link ProceduralUniforms} object containing all the custom uniforms to be passed to the shader. */ diff --git a/libraries/procedural/src/procedural/ProceduralMaterialCache.cpp b/libraries/procedural/src/procedural/ProceduralMaterialCache.cpp index 130f11f3ef..049246b4fc 100644 --- a/libraries/procedural/src/procedural/ProceduralMaterialCache.cpp +++ b/libraries/procedural/src/procedural/ProceduralMaterialCache.cpp @@ -136,12 +136,12 @@ NetworkMaterialResource::ParsedMaterials NetworkMaterialResource::parseJSONMater * Set to <code>"fallthrough"</code> to fall through to the material below. <code>"hifi_pbr"</code> model only. * @property {number|string} scattering - The scattering, range <code>0.0</code> – <code>1.0</code>. * Set to <code>"fallthrough"</code> to fall through to the material below. <code>"hifi_pbr"</code> model only. - * @property {string} emissiveMap - The URL of the emissive texture image. + * @property {string} emissiveMap - The URL of the emissive texture image, or an entity ID. * Set to <code>"fallthrough"</code> to fall through to the material below. <code>"hifi_pbr"</code> model only. - * @property {string} albedoMap - The URL of the albedo texture image. + * @property {string} albedoMap - The URL of the albedo texture image, or an entity ID. * Set to <code>"fallthrough"</code> to fall through to the material below. <code>"hifi_pbr"</code> model only. - * @property {string} opacityMap - The URL of the opacity texture image. Set the value the same as the <code>albedoMap</code> - * value for transparency. + * @property {string} opacityMap - The URL of the opacity texture image, or an entity ID. + * Set the value the same as the <code>albedoMap</code> value for transparency. * <code>"hifi_pbr"</code> model only. * @property {string} opacityMapMode - The mode defining the interpretation of the opacity map. Values can be: * <ul> @@ -176,22 +176,23 @@ NetworkMaterialResource::ParsedMaterials NetworkMaterialResource::parseJSONMater * @property {string} glossMap - The URL of the gloss texture image. You can use this or <code>roughnessMap</code>, but not * both. * Set to <code>"fallthrough"</code> to fall through to the material below. <code>"hifi_pbr"</code> model only. - * @property {string} metallicMap - The URL of the metallic texture image. You can use this or <code>specularMap</code>, but - * not both. + * @property {string} metallicMap - The URL of the metallic texture image, or an entity ID. + * You can use this or <code>specularMap</code>, but not both. * Set to <code>"fallthrough"</code> to fall through to the material below. <code>"hifi_pbr"</code> model only. - * @property {string} specularMap - The URL of the specular texture image. You can use this or <code>metallicMap</code>, but - * not both. + * @property {string} specularMap - The URL of the specular texture image, or an entity ID. + * You can use this or <code>metallicMap</code>, but not both. * Set to <code>"fallthrough"</code> to fall through to the material below. <code>"hifi_pbr"</code> model only. - * @property {string} normalMap - The URL of the normal texture image. You can use this or <code>bumpMap</code>, but not both. + * @property {string} normalMap - The URL of the normal texture image, or an entity ID. + * You can use this or <code>bumpMap</code>, but not both. Set to <code>"fallthrough"</code> to fall through to + * the material below. <code>"hifi_pbr"</code> model only. + * @property {string} bumpMap - The URL of the bump texture image, or an entity ID. You can use this or <code>normalMap</code>, + * but not both. Set to <code>"fallthrough"</code> to fall through to the material below. <code>"hifi_pbr"</code> model only. + * @property {string} occlusionMap - The URL of the occlusion texture image, or an entity ID. * Set to <code>"fallthrough"</code> to fall through to the material below. <code>"hifi_pbr"</code> model only. - * @property {string} bumpMap - The URL of the bump texture image. You can use this or <code>normalMap</code>, but not both. + * @property {string} scatteringMap - The URL of the scattering texture image, or an entity ID. Only used if + * <code>normalMap</code> or <code>bumpMap</code> is specified. * Set to <code>"fallthrough"</code> to fall through to the material below. <code>"hifi_pbr"</code> model only. - * @property {string} occlusionMap - The URL of the occlusion texture image. - * Set to <code>"fallthrough"</code> to fall through to the material below. <code>"hifi_pbr"</code> model only. - * @property {string} scatteringMap - The URL of the scattering texture image. Only used if <code>normalMap</code> or - * <code>bumpMap</code> is specified. - * Set to <code>"fallthrough"</code> to fall through to the material below. <code>"hifi_pbr"</code> model only. - * @property {string} lightMap - The URL of the light map texture image. + * @property {string} lightMap - The URL of the light map texture image, or an entity ID. * Set to <code>"fallthrough"</code> to fall through to the material below. <code>"hifi_pbr"</code> model only. * @property {Mat4|string} texCoordTransform0 - The transform to use for all of the maps apart from <code>occlusionMap</code> * and <code>lightMap</code>.