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    Namespace GLTFast.Schema

    Classes

    Accessor

    An accessor defines a method for retrieving data as typed arrays from within a buffer view. See . accessor in the glTF 2.0 specification.

    AccessorBase

    An accessor defines a method for retrieving data as typed arrays from within a buffer view. See . accessor in the glTF 2.0 specification.

    AccessorBase<TSparse>

    An accessor defines a method for retrieving data as typed arrays from within a buffer view. See . accessor in the glTF 2.0 specification.

    AccessorSparse

    Sparse property of a glTF

    AccessorSparseBase

    Sparse property of a glTF

    AccessorSparseBase<TIndices, TValues>

    Sparse property of a glTF

    AccessorSparseIndices

    Sparse indices property of a glTF

    AccessorSparseValues

    Sparse values property of a glTF

    Animation

    A keyframe animation.

    AnimationBase

    A keyframe animation.

    AnimationBase<TChannel, TSampler>

    A keyframe animation.

    AnimationChannel

    AnimationChannelBase

    AnimationChannelBase<TTarget>

    AnimationChannelTarget

    AnimationSampler

    Asset

    Metadata about the glTF asset.

    Attributes

    Mesh vertex attribute collection. Each property value is the index of the accessor containing attribute’s data.

    Buffer

    A buffer points to binary geometry, animation, or skins.

    BufferView

    A view into a buffer generally representing a subset of the buffer.

    BufferViewBase

    A view into a buffer generally representing a subset of the buffer.

    BufferViewBase<TExtensions>

    A view into a buffer generally representing a subset of the buffer.

    BufferViewExtensions

    BufferView extensions

    BufferViewMeshoptExtension

    Camera

    A camera’s projection

    CameraBase

    A camera’s projection

    CameraBase<TOrthographic, TPerspective>

    A camera’s projection

    CameraOrthographic

    An orthographic camera containing properties to create an orthographic projection matrix.

    CameraPerspective

    A perspective camera containing properties to create a perspective projection matrix.

    ClearCoat

    This extension defines a clear coating that can be layered on top of an existing glTF material definition.

    Image

    Image data used to create a texture.

    LightPunctual

    Light

    LightsPunctual

    Extension for adding punctual lights.

    Material

    The material appearance of a primitive.

    MaterialBase

    The material appearance of a primitive.

    MaterialBase<TExtensions, TNormalTextureInfo, TOcclusionTextureInfo, TPbrMetallicRoughness, TTextureInfo, TTextureInfoExtensions>

    The material appearance of a primitive.

    MaterialExtensions

    Material extensions.

    MaterialUnlit

    This extension defines an unlit shading model for use in glTF 2.0 materials, as an alternative to the Physically Based Rendering (PBR) shading models provided by the core specification.

    Mesh

    A set of primitives to be rendered. Its global transform is defined by a node that references it.

    MeshBase

    A set of primitives to be rendered. Its global transform is defined by a node that references it.

    MeshBase<TExtras, TPrimitive>

    A set of primitives to be rendered. Its global transform is defined by a node that references it.

    MeshExtras

    Application-specific data for meshes

    MeshGpuInstancing

    Extension for enabling GPU instancing, rendering many copies of a single mesh at once using a small number of draw calls.

    MeshGpuInstancing.Attributes

    Per-instance attributes collection

    MeshPrimitive

    Geometry to be rendered with the given material.

    MeshPrimitiveBase

    Geometry to be rendered with the given material.

    MeshPrimitiveBase<TExtensions>

    Geometry to be rendered with the given material.

    MeshPrimitiveDracoExtension

    MeshPrimitiveExtensions

    Mesh primitive extensions

    MorphTarget

    Morph target (blend shape)

    NamedObject

    Base class for anything with a name property

    Node

    An object defining the hierarchy relations and the local transform of its content.

    NodeBase

    An object defining the hierarchy relations and the local transform of its content.

    NodeBase<TExtensions>

    An object defining the hierarchy relations and the local transform of its content.

    NodeExtensions

    Node extensions

    NodeLightsPunctual

    Assigns a light to a node

    NormalTextureInfo

    Normal map specific texture info

    NormalTextureInfoBase

    Normal map specific texture info

    NormalTextureInfoBase<TExtensions>

    Normal map specific texture info

    OcclusionTextureInfo

    Occlusion map specific texture info

    OcclusionTextureInfoBase

    Occlusion map specific texture info

    OcclusionTextureInfoBase<TExtensions>

    Occlusion map specific texture info

    PbrMetallicRoughness

    A set of parameter values that are used to define the metallic-roughness material model from Physically-Based Rendering (PBR) methodology.

    PbrMetallicRoughnessBase

    A set of parameter values that are used to define the metallic-roughness material model from Physically-Based Rendering (PBR) methodology.

    PbrMetallicRoughnessBase<TTextureInfo>

    A set of parameter values that are used to define the metallic-roughness material model from Physically-Based Rendering (PBR) methodology.

    PbrSpecularGlossiness

    This extension defines the specular-glossiness material model from Physically-Based Rendering (PBR).

    Root

    The root object for a glTF asset.

    RootBase

    The root object for a glTF asset.

    RootBase<TAccessor, TAnimation, TAsset, TBuffer, TBufferView, TCamera, TExtensions, TImage, TMaterial, TMesh, TNode, TSampler, TScene, TSkin, TTexture>

    The root object for a glTF asset.

    RootExtensions

    glTF root extensions

    Sampler

    Texture sampler properties for filtering and wrapping modes.

    Scene

    Scene, the top level hierarchy object.

    Sheen

    This extension defines a sheen that can be layered on top of an existing glTF material definition. A sheen layer is a common technique used in Physically-Based Rendering to represent cloth and fabric materials, for example.

    Skin

    Joints and matrices defining a skinned mesh.

    SpotLight

    glTF spot light properties

    Texture

    A texture is defined by an image and a sampler.

    TextureBase

    A texture is defined by an image and a sampler.

    TextureBase<TExtensions>

    A texture is defined by an image and a sampler.

    TextureBasisUniversal

    Basis Universal texture extension

    TextureExtensions

    Texture extensions

    TextureInfo

    Reference to a texture.

    TextureInfoBase

    Reference to a texture.

    TextureInfoBase<TExtensions>

    Reference to a texture.

    TextureInfoExtensions

    TextureInfo extensions

    TextureTransform

    KHR_texture_transform glTF extension

    Transmission

    Extension for optical transparency (transmission)

    Interfaces

    IBufferView

    A view into a buffer generally representing a subset of the buffer.

    Enums

    AnimationChannelBase.Path

    CameraBase.Type

    Camera projection type

    DrawMode

    The topology type of primitives to render

    GltfAccessorAttributeType

    Specifier for an accessor’s type

    GltfComponentType

    The datatype of an accessor's components

    InterpolationType

    LightPunctual.Type

    Light type

    MaterialBase.AlphaMode

    The material’s alpha rendering mode enumeration specifying the interpretation of the alpha value of the base color.

    Sampler.MagFilterMode

    Magnification filter mode.

    Sampler.MinFilterMode

    Minification filter mode.

    Sampler.WrapMode

    Texture wrap mode.

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