UnlitMaterial constructor
UnlitMaterial({
- Texture? colorTexture,
Creates an UnlitMaterial, optionally textured.
When colorTexture is null a 1×1 white placeholder is used so the
final color reduces to baseColorFactor.
Implementation
UnlitMaterial({gpu.Texture? colorTexture}) : _baseColorSource = colorTexture {
setFragmentShader(baseShaderLibrary['UnlitFragment']!);
}