import { MethodBase, _Shader_MethodBase } from './MethodBase'; /** * EffectRimLightMethod provides a method to add rim lighting to a material. * This adds a glow-like effect to edges of objects. */ export declare class EffectRimLightMethod extends MethodBase { static ADD: string; static MULTIPLY: string; static MIX: string; private _color; private _strength; private _power; private _blendMode; static assetType: string; /** * @inheritDoc */ get assetType(): string; /** * The color of the rim light. */ get color(): number; set color(value: number); /** * The strength of the rim light. */ get strength(): number; set strength(value: number); /** * The power of the rim light. Higher values will result in a higher edge fall-off. */ get power(): number; set power(value: number); /** * The blend mode with which to add the light to the object. * * EffectRimLightMethod.MULTIPLY multiplies the rim light with the material's colour. * EffectRimLightMethod.ADD adds the rim light with the material's colour. * EffectRimLightMethod.MIX provides normal alpha blending. */ get blendMode(): string; set blendMode(value: string); /** * Creates a new EffectRimLightMethod object. * * @param color The colour of the rim light. * @param strength The strength of the rim light. * @param power The power of the rim light. Higher values will result in a higher edge fall-off. * @param blend The blend mode with which to add the light to the object. */ constructor(color?: number, strength?: number, power?: number, blend?: string); } import { ShaderRegisterCache, ShaderRegisterData, ShaderRegisterElement } from '@awayjs/stage'; import { ShaderBase, ChunkVO } from '@awayjs/renderer'; /** * _Shader_EffectRimLightMethod provides a method to add rim lighting to a material. This adds a glow-like effect to edges of objects. */ export declare class _Shader_EffectRimLightMethod extends _Shader_MethodBase { private _method; private _shader; private _rimColorIndex; /** * Creates a new EffectEnvMapChunk. */ init(method: EffectRimLightMethod, shader: ShaderBase): void; /** * @inheritDoc */ _initVO(chunkVO: ChunkVO): void; /** * @inheritDoc */ _activate(): void; /** * @inheritDoc */ _getFragmentCode(targetReg: ShaderRegisterElement, registerCache: ShaderRegisterCache, sharedRegisters: ShaderRegisterData): string; } //# sourceMappingURL=EffectRimLightMethod.d.ts.map