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Class: ChunkRenderer

Constructors​

constructor​

• new ChunkRenderer(): ChunkRenderer

Returns​

ChunkRenderer

Properties​

materials​

• materials: Map<string, CustomChunkShaderMaterial>


shaderLightingUniforms​

• shaderLightingUniforms: ShaderLightingUniforms


uniforms​

• uniforms: Object

Type declaration​

NameTypeDescription
ao{ value: Vector4 }-
ao.valueVector4-
atlasSize{ value: number }-
atlasSize.valuenumber-
baseAmbient{ value: number }-
baseAmbient.valuenumber-
cameraSubmersion{ value: number }-
cameraSubmersion.valuenumber-
cameraWaterPlaneY{ value: number }-
cameraWaterPlaneY.valuenumber-
faceShades{ value: Vector4 }-
faceShades.valueVector4-
farCover{ value: Vector4 }x, y: mask origin in chunk columns; z: blocks per chunk; w: texels per side.
farCover.valueVector4-
farCoverMask{ value: Texture<unknown> }The far layer's chunk-coverage mask and its placement, written by FarTerrain: chunk fragments read them to yield their outer half chunk to the far layer across a dithered band. See far-terrain-seam.
farCoverMask.valueTexture<unknown>-
farSeam{ value: number }The seam band's ramp scale; 0 keeps the loaded edge hard.
farSeam.valuenumber-
fogColor{ value: Color }-
fogColor.valueColor-
fogFar{ value: number }-
fogFar.valuenumber-
fogHeightDensity{ value: number }-
fogHeightDensity.valuenumber-
fogHeightOrigin{ value: number }-
fogHeightOrigin.valuenumber-
fogNear{ value: number }-
fogNear.valuenumber-
fogVerticalBlend{ value: number }0..1 blend from horizontal to true 3D fog distance (caves).
fogVerticalBlend.valuenumber-
lightIntensityAdjustment{ value: number }-
lightIntensityAdjustment.valuenumber-
minLightLevel{ value: number }-
minLightLevel.valuenumber-
pigmentTints{ value: Float32Array<ArrayBufferLike> }The colour table: 16 linear RGB multipliers a face with a pigment mask takes by its voxel stage. Entry 0 is the untinted material.
pigmentTints.valueFloat32Array<ArrayBufferLike>-
sceneColor{ value: Texture<unknown> }What the water refracts: a copy of the frame drawn before it, or with order-independent transparency the scene target's own colour, read while the blended layers draw elsewhere.
sceneColor.valueTexture<unknown>-
sceneTextureSize{ value: Vector2 }-
sceneTextureSize.valueVector2-
showGreedyDebug{ value: number }-
showGreedyDebug.valuenumber-
skyFogBottomColor{ value: Color }-
skyFogBottomColor.valueColor-
skyFogDimension{ value: number }-
skyFogDimension.valuenumber-
skyFogExponent{ value: number }-
skyFogExponent.valuenumber-
skyFogExponent2{ value: number }-
skyFogExponent2.valuenumber-
skyFogMiddleColor{ value: Color }-
skyFogMiddleColor.valueColor-
skyFogOffset{ value: number }-
skyFogOffset.valuenumber-
skyFogStrength{ value: number }-
skyFogStrength.valuenumber-
skyFogTopColor{ value: Color }-
skyFogTopColor.valueColor-
skyFogVoidOffset{ value: number }-
skyFogVoidOffset.valuenumber-
stageTints{ value: Float32Array<ArrayBufferLike> }-
stageTints.valueFloat32Array<ArrayBufferLike>-
sunlightIntensity{ value: number }-
sunlightIntensity.valuenumber-
time{ value: number }-
time.valuenumber-
underwaterAmbient{ value: Color }-
underwaterAmbient.valueColor-
underwaterViewScale{ value: number }-
underwaterViewScale.valuenumber-
waterDepth{ value: Texture<unknown> }The depth of the water near the panes in view, and how to read it (WaterDepthPass): which side of the water each pane fragment draws.
waterDepth.valueTexture<unknown>-
waterDepthClip{ value: Vector2 }-
waterDepthClip.valueVector2-
waterDepthState{ value: number }-
waterDepthState.valuenumber-
waterDepthViewport{ value: Vector2 }-
waterDepthViewport.valueVector2-
waterNormalMap{ value: DataTexture }-
waterNormalMap.valueDataTexture-
waterRefractionReady{ value: number }-
waterRefractionReady.valuenumber-
waterRefractionStrength{ value: number }-
waterRefractionStrength.valuenumber-
windDirection{ value: Vector2 }-
windDirection.valueVector2-
windOffset{ value: Vector2 }-
windOffset.valueVector2-
windSpeed{ value: number }-
windSpeed.valuenumber-