Property<float> occlusion;
Property<Color> emission;
const Texture2D &fresnel_lookup;
+ const Sampler &fresnel_sampler;
static const Tag texture_tags[];
public:
virtual const Tag *get_texture_tags() const { return texture_tags; }
virtual const Texture *get_texture(Tag) const;
+ virtual const Sampler *get_sampler(Tag) const;
void set_base_color(const Color &);
void set_base_color_map(const Texture *);