: Method (Graphic3d_RM_RASTERIZATION),
TransparencyMethod (Graphic3d_RTM_BLEND_UNORDERED),
LineFeather (1.0f),
+ // PBR parameters
+ PbrEnvPow2Size (9),
+ PbrEnvSpecMapNbLevels (6),
+ PbrEnvBakingDiffNbSamples (1024),
+ PbrEnvBakingSpecNbSamples (256),
+ PbrEnvBakingProbability (0.99f),
+ //
OitDepthFactor (0.0f),
NbMsaaSamples (0),
RenderResolutionScale (1.0f),
Graphic3d_RenderTransparentMethod TransparencyMethod; //!< specifies rendering method for transparent graphics
Standard_ShortReal LineFeather; //!< line feater width in pixels (> 0.0), 1.0 by default;
//! high values produce blurred results, small values produce sharp (aliased) edges
+
+ Standard_Integer PbrEnvPow2Size; //!< size of IBL maps side can be calculated as 2^PbrEnvPow2Size (> 0), 9 by default
+ Standard_Integer PbrEnvSpecMapNbLevels; //!< number of levels used in specular IBL map (> 1), 6 by default
+ Standard_Integer PbrEnvBakingDiffNbSamples; //!< number of samples used in Monte-Carlo integration during diffuse IBL map's
+ //! spherical harmonics coefficients generation (> 0), 1024 by default
+ Standard_Integer PbrEnvBakingSpecNbSamples; //!< number of samples used in Monte-Carlo integration during specular IBL map's generation (> 0), 256 by default
+ Standard_ShortReal PbrEnvBakingProbability; //!< controls strength of samples reducing strategy during specular IBL map's generation
+ //! (see 'SpecIBLMapSamplesFactor' function for detail explanation) [0.0, 1.0], 0.99 by default
+
Standard_ShortReal OitDepthFactor; //!< scalar factor [0-1] controlling influence of depth of a fragment to its final coverage
Standard_Integer NbMsaaSamples; //!< number of MSAA samples (should be within 0..GL_MAX_SAMPLES, power-of-two number), 0 by default
Standard_ShortReal RenderResolutionScale; //!< rendering resolution scale factor, 1 by default;