ShaderSkySource class Lighting and environment

Draws a custom sky from a fragment shader.

The fragmentShader runs full-screen behind the scene. The engine supplies the world-space view direction as the v_ray vertex input and owns the full-screen draw, depth, and draw order, so you place no geometry; the shader writes linear HDR radiance with premultiplied alpha (exposure and tone mapping are applied later). Bind custom uniform blocks and textures by name with setUniformBlock / setTexture; set useEnvironment to have the engine bind the scene environment's IBL textures (prefiltered_radiance and brdf_lut) when the shader declares them.

Unlike EnvironmentSkySource, Skybox.intensity is not applied for you; the shader controls its own output brightness.

Inheritance
Implementers

Constructors

ShaderSkySource({Shader? fragmentShader, String? fragmentShaderName, Shader? radianceCubeFragmentShader, bool useEnvironment = false})
Creates a sky source from a fragment shader.

Properties

fragmentShader Shader
The full-screen sky fragment shader, typically loaded from a .shaderbundle. When the source was constructed by name, the shader is resolved from the base library on first access and then cached.
getter/setter pair
hashCode int
The hash code for this object.
no setterinherited
radianceCubeFragmentShader Shader?
The variant of fragmentShader built with FLUTTER_SCENE_RADIANCE_CUBE, used when the active environment's radiance is a cubemap.
getter/setter pair
runtimeType Type
A representation of the runtime type of the object.
no setterinherited
sampledEnvironment EnvironmentMap?
The environment a useEnvironment shader samples, overriding the scene's.
getter/setter pair
textureNames Iterable<String>
All currently-bound sampler names, in insertion order.
no setter
uniformBlockNames Iterable<String>
All currently-bound uniform block names, in insertion order.
no setter
useEnvironment bool
Whether the engine binds the active environment's IBL textures (prefiltered_radiance, brdf_lut) when the shader declares them.
getter/setter pair

Methods

bind(RenderPass pass, TransientWriter transientsBuffer, EnvironmentMap environment) → void
Binds the fragment's uniform blocks, textures, and (when useEnvironment) the environment IBL samplers. Called by the engine during the background draw; not part of the app-facing API.
getTexture(String name) Texture?
Reads back a previously-set texture binding, or null when none is set.
getUniformBlock(String name) ByteData?
Reads back a previously-set uniform block, or null when none is set.
noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
setTexture(String name, Texture? texture, {SamplerOptions? sampler}) → void
Assigns a texture to a sampler uniform by name. Pass null to clear it.
setUniformBlock(String name, ByteData? bytes) → void
Assigns the byte contents of a uniform block by name. bytes must match the block's std140 layout; pass null to clear the binding.
setUniformBlockFromFloats(String name, List<double> floats) → void
Convenience wrapper around setUniformBlock that packs a list of floats. The caller is still responsible for std140 padding.
shaderForEnvironment(EnvironmentMap environment) Shader
The shader to draw with against environment, picking the variant whose radiance sampler matches the layout of the environment actually sampled (sampledEnvironment when set). The encoder builds the pipeline from this, and bind fills that pipeline's slots, so both must agree.
toString() String
A string representation of this object.
inherited
usesRadianceCubeVariant(EnvironmentMap environment) bool
Whether shaderForEnvironment picks the cube variant, which is also what decides the radiance texture bound to it. False without a cube variant, so a sky built with only the 2D entry is never handed a cubemap.

Operators

operator ==(Object other) bool
The equality operator.
inherited