API Reference · Materials and textures

MatcapTextureMode

Namespace: Ava3D

public enum MatcapTextureMode

Where a matcap's texture lives on the graphics card, which is a question only because the oldest tier this control runs on guarantees exactly eight sampler units and the mesh shader now has eight maps.

Values

ValueDescription
Dedicated

The matcap gets a sampler unit of its own, so Material.BaseColorTexture keeps working beside it. The default, and right unless a caller knows otherwise.

This is a request rather than a guarantee. Eight units is a guaranteed minimum, and a device offering fewer falls back on MatcapTextureMode.SharedBaseColor and says so in RenderInfo.Features — the same contract the light count has always had, where the scene asks and the renderer reports what it got.

SharedBaseColor

The matcap is sampled from the base-colour unit, and Material.BaseColorTexture is not sampled at all.

The compact layout, for a caller who knows this material has no base-colour map — which is the common case for what matcap is aimed at, an otherwise untextured mesh. Asking for it leaves a sampler unit free on every device rather than only on the ones that are short of them.

See also