Module spatial_material

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Consts

TEXTURE_ALBEDO = 0'i64
TEXTURE_METALLIC = 1'i64
TEXTURE_ROUGHNESS = 2'i64
TEXTURE_EMISSION = 3'i64
TEXTURE_NORMAL = 4'i64
TEXTURE_RIM = 5'i64
TEXTURE_CLEARCOAT = 6'i64
TEXTURE_FLOWMAP = 7'i64
TEXTURE_AMBIENT_OCCLUSION = 8'i64
TEXTURE_DEPTH = 9'i64
TEXTURE_SUBSURFACE_SCATTERING = 10'i64
TEXTURE_TRANSMISSION = 11'i64
TEXTURE_REFRACTION = 12'i64
TEXTURE_DETAIL_MASK = 13'i64
TEXTURE_DETAIL_ALBEDO = 14'i64
TEXTURE_DETAIL_NORMAL = 15'i64
TEXTURE_MAX = 16'i64
DETAIL_UV_1 = 0'i64
DETAIL_UV_2 = 1'i64
FEATURE_TRANSPARENT = 0'i64
FEATURE_EMISSION = 1'i64
FEATURE_NORMAL_MAPPING = 2'i64
FEATURE_RIM = 3'i64
FEATURE_CLEARCOAT = 4'i64
FEATURE_ANISOTROPY = 5'i64
FEATURE_AMBIENT_OCCLUSION = 6'i64
FEATURE_DEPTH_MAPPING = 7'i64
FEATURE_SUBSURACE_SCATTERING = 8'i64
FEATURE_TRANSMISSION = 9'i64
FEATURE_REFRACTION = 10'i64
FEATURE_DETAIL = 11'i64
FEATURE_MAX = 12'i64
BLEND_MODE_MIX = 0'i64
BLEND_MODE_ADD = 1'i64
BLEND_MODE_SUB = 2'i64
BLEND_MODE_MUL = 3'i64
DEPTH_DRAW_OPAQUE_ONLY = 0'i64
DEPTH_DRAW_ALWAYS = 1'i64
DEPTH_DRAW_DISABLED = 2'i64
DEPTH_DRAW_ALPHA_OPAQUE_PREPASS = 3'i64
CULL_BACK = 0'i64
CULL_FRONT = 1'i64
CULL_DISABLED = 2'i64
FLAG_UNSHADED = 0'i64
FLAG_USE_VERTEX_LIGHTING = 1'i64
FLAG_DISABLE_DEPTH_TEST = 2'i64
FLAG_ALBEDO_FROM_VERTEX_COLOR = 3'i64
FLAG_SRGB_VERTEX_COLOR = 4'i64
FLAG_USE_POINT_SIZE = 5'i64
FLAG_FIXED_SIZE = 6'i64
FLAG_UV1_USE_TRIPLANAR = 7'i64
FLAG_UV2_USE_TRIPLANAR = 8'i64
FLAG_AO_ON_UV2 = 10'i64
FLAG_EMISSION_ON_UV2 = 11'i64
FLAG_USE_ALPHA_SCISSOR = 12'i64
FLAG_TRIPLANAR_USE_WORLD = 9'i64
FLAG_ALBEDO_TEXTURE_FORCE_SRGB = 13'i64
FLAG_DONT_RECEIVE_SHADOWS = 14'i64
FLAG_MAX = 15'i64
DIFFUSE_BURLEY = 0'i64
DIFFUSE_LAMBERT = 1'i64
DIFFUSE_LAMBERT_WRAP = 2'i64
DIFFUSE_OREN_NAYAR = 3'i64
DIFFUSE_TOON = 4'i64
SPECULAR_SCHLICK_GGX = 0'i64
SPECULAR_BLINN = 1'i64
SPECULAR_PHONG = 2'i64
SPECULAR_TOON = 3'i64
SPECULAR_DISABLED = 4'i64
BILLBOARD_DISABLED = 0'i64
BILLBOARD_ENABLED = 1'i64
BILLBOARD_FIXED_Y = 2'i64
BILLBOARD_PARTICLES = 3'i64
TEXTURE_CHANNEL_RED = 0'i64
TEXTURE_CHANNEL_GREEN = 1'i64
TEXTURE_CHANNEL_BLUE = 2'i64
TEXTURE_CHANNEL_ALPHA = 3'i64
TEXTURE_CHANNEL_GRAYSCALE = 4'i64
EMISSION_OP_ADD = 0'i64
EMISSION_OP_MULTIPLY = 1'i64

Procs

proc flagsTransparent(self: SpatialMaterial): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc flagsTransparent=(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc flagsUnshaded(self: SpatialMaterial): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc flagsUnshaded=(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc flagsVertexLighting(self: SpatialMaterial): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc flagsVertexLighting=(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc flagsNoDepthTest(self: SpatialMaterial): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc flagsNoDepthTest=(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc flagsUsePointSize(self: SpatialMaterial): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc flagsUsePointSize=(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc flagsWorldTriplanar(self: SpatialMaterial): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc flagsWorldTriplanar=(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc flagsFixedSize(self: SpatialMaterial): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc flagsFixedSize=(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc flagsAlbedoTexForceSrgb(self: SpatialMaterial): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc flagsAlbedoTexForceSrgb=(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc flagsDoNotReceiveShadows(self: SpatialMaterial): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc flagsDoNotReceiveShadows=(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc vertexColorUseAsAlbedo(self: SpatialMaterial): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc vertexColorUseAsAlbedo=(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc vertexColorIsSrgb(self: SpatialMaterial): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc vertexColorIsSrgb=(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc paramsDiffuseMode(self: SpatialMaterial): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc paramsDiffuseMode=(self: SpatialMaterial; val: int64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc paramsSpecularMode(self: SpatialMaterial): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc paramsSpecularMode=(self: SpatialMaterial; val: int64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc paramsBlendMode(self: SpatialMaterial): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc paramsBlendMode=(self: SpatialMaterial; val: int64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc paramsCullMode(self: SpatialMaterial): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc paramsCullMode=(self: SpatialMaterial; val: int64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc paramsDepthDrawMode(self: SpatialMaterial): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc paramsDepthDrawMode=(self: SpatialMaterial; val: int64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc paramsLineWidth(self: SpatialMaterial): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc paramsLineWidth=(self: SpatialMaterial; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc paramsPointSize(self: SpatialMaterial): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc paramsPointSize=(self: SpatialMaterial; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc paramsBillboardMode(self: SpatialMaterial): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc paramsBillboardMode=(self: SpatialMaterial; val: int64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc paramsGrow(self: SpatialMaterial): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc paramsGrow=(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc paramsGrowAmount(self: SpatialMaterial): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc paramsGrowAmount=(self: SpatialMaterial; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc paramsUseAlphaScissor(self: SpatialMaterial): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc paramsUseAlphaScissor=(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc paramsAlphaScissorThreshold(self: SpatialMaterial): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc paramsAlphaScissorThreshold=(self: SpatialMaterial; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc particlesAnimHFrames(self: SpatialMaterial): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc particlesAnimHFrames=(self: SpatialMaterial; val: int64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc particlesAnimVFrames(self: SpatialMaterial): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc particlesAnimVFrames=(self: SpatialMaterial; val: int64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc particlesAnimLoop(self: SpatialMaterial): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc particlesAnimLoop=(self: SpatialMaterial; val: int64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc albedoColor(self: SpatialMaterial): Color {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc albedoColor=(self: SpatialMaterial; val: Color) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc albedoTexture(self: SpatialMaterial): Texture {.
gcsafe, locks: 0, raises: [Exception], tags: [RootEffect]
.}
proc albedoTexture=(self: SpatialMaterial; val: Texture) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc metallic(self: SpatialMaterial): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc metallic=(self: SpatialMaterial; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc metallicSpecular(self: SpatialMaterial): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc metallicSpecular=(self: SpatialMaterial; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc metallicTexture(self: SpatialMaterial): Texture {.
gcsafe, locks: 0, raises: [Exception], tags: [RootEffect]
.}
proc metallicTexture=(self: SpatialMaterial; val: Texture) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc metallicTextureChannel(self: SpatialMaterial): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc metallicTextureChannel=(self: SpatialMaterial; val: int64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc roughness(self: SpatialMaterial): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc roughness=(self: SpatialMaterial; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc roughnessTexture(self: SpatialMaterial): Texture {.
gcsafe, locks: 0, raises: [Exception], tags: [RootEffect]
.}
proc roughnessTexture=(self: SpatialMaterial; val: Texture) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc roughnessTextureChannel(self: SpatialMaterial): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc roughnessTextureChannel=(self: SpatialMaterial; val: int64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc emissionEnabled(self: SpatialMaterial): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc emissionEnabled=(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc emission(self: SpatialMaterial): Color {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc emission=(self: SpatialMaterial; val: Color) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc emissionEnergy(self: SpatialMaterial): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc emissionEnergy=(self: SpatialMaterial; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc emissionOperator(self: SpatialMaterial): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc emissionOperator=(self: SpatialMaterial; val: int64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc emissionOnUv2(self: SpatialMaterial): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc emissionOnUv2=(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc emissionTexture(self: SpatialMaterial): Texture {.
gcsafe, locks: 0, raises: [Exception], tags: [RootEffect]
.}
proc emissionTexture=(self: SpatialMaterial; val: Texture) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc normalEnabled(self: SpatialMaterial): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc normalEnabled=(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc normalScale(self: SpatialMaterial): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc normalScale=(self: SpatialMaterial; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc normalTexture(self: SpatialMaterial): Texture {.
gcsafe, locks: 0, raises: [Exception], tags: [RootEffect]
.}
proc normalTexture=(self: SpatialMaterial; val: Texture) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc rimEnabled(self: SpatialMaterial): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc rimEnabled=(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc rim(self: SpatialMaterial): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc rim=(self: SpatialMaterial; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc rimTint(self: SpatialMaterial): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc rimTint=(self: SpatialMaterial; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc rimTexture(self: SpatialMaterial): Texture {.
gcsafe, locks: 0, raises: [Exception], tags: [RootEffect]
.}
proc rimTexture=(self: SpatialMaterial; val: Texture) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc clearcoatEnabled(self: SpatialMaterial): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc clearcoatEnabled=(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc clearcoat(self: SpatialMaterial): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc clearcoat=(self: SpatialMaterial; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc clearcoatGloss(self: SpatialMaterial): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc clearcoatGloss=(self: SpatialMaterial; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc clearcoatTexture(self: SpatialMaterial): Texture {.
gcsafe, locks: 0, raises: [Exception], tags: [RootEffect]
.}
proc clearcoatTexture=(self: SpatialMaterial; val: Texture) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc anisotropyEnabled(self: SpatialMaterial): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc anisotropyEnabled=(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc anisotropy(self: SpatialMaterial): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc anisotropy=(self: SpatialMaterial; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc anisotropyFlowmap(self: SpatialMaterial): Texture {.
gcsafe, locks: 0, raises: [Exception], tags: [RootEffect]
.}
proc anisotropyFlowmap=(self: SpatialMaterial; val: Texture) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc aoEnabled(self: SpatialMaterial): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc aoEnabled=(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc aoLightAffect(self: SpatialMaterial): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc aoLightAffect=(self: SpatialMaterial; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc aoTexture(self: SpatialMaterial): Texture {.
gcsafe, locks: 0, raises: [Exception], tags: [RootEffect]
.}
proc aoTexture=(self: SpatialMaterial; val: Texture) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc aoOnUv2(self: SpatialMaterial): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc aoOnUv2=(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc aoTextureChannel(self: SpatialMaterial): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc aoTextureChannel=(self: SpatialMaterial; val: int64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc depthEnabled(self: SpatialMaterial): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc depthEnabled=(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc depthScale(self: SpatialMaterial): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc depthScale=(self: SpatialMaterial; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc depthDeepParallax(self: SpatialMaterial): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc depthDeepParallax=(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc depthMinLayers(self: SpatialMaterial): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc depthMinLayers=(self: SpatialMaterial; val: int64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc depthMaxLayers(self: SpatialMaterial): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc depthMaxLayers=(self: SpatialMaterial; val: int64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc depthTexture(self: SpatialMaterial): Texture {.
gcsafe, locks: 0, raises: [Exception], tags: [RootEffect]
.}
proc depthTexture=(self: SpatialMaterial; val: Texture) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc subsurfScatterEnabled(self: SpatialMaterial): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc subsurfScatterEnabled=(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc subsurfScatterStrength(self: SpatialMaterial): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc subsurfScatterStrength=(self: SpatialMaterial; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc subsurfScatterTexture(self: SpatialMaterial): Texture {.
gcsafe, locks: 0, raises: [Exception], tags: [RootEffect]
.}
proc subsurfScatterTexture=(self: SpatialMaterial; val: Texture) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc transmissionEnabled(self: SpatialMaterial): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc transmissionEnabled=(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc transmission(self: SpatialMaterial): Color {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc transmission=(self: SpatialMaterial; val: Color) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc transmissionTexture(self: SpatialMaterial): Texture {.
gcsafe, locks: 0, raises: [Exception], tags: [RootEffect]
.}
proc transmissionTexture=(self: SpatialMaterial; val: Texture) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc refractionEnabled(self: SpatialMaterial): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc refractionEnabled=(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc refractionScale(self: SpatialMaterial): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc refractionScale=(self: SpatialMaterial; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc refractionTexture(self: SpatialMaterial): Texture {.
gcsafe, locks: 0, raises: [Exception], tags: [RootEffect]
.}
proc refractionTexture=(self: SpatialMaterial; val: Texture) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc refractionTextureChannel(self: SpatialMaterial): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc refractionTextureChannel=(self: SpatialMaterial; val: int64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc detailEnabled(self: SpatialMaterial): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc detailEnabled=(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc detailMask(self: SpatialMaterial): Texture {.
gcsafe, locks: 0, raises: [Exception], tags: [RootEffect]
.}
proc detailMask=(self: SpatialMaterial; val: Texture) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc detailBlendMode(self: SpatialMaterial): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc detailBlendMode=(self: SpatialMaterial; val: int64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc detailUvLayer(self: SpatialMaterial): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc detailUvLayer=(self: SpatialMaterial; val: int64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc detailAlbedo(self: SpatialMaterial): Texture {.
gcsafe, locks: 0, raises: [Exception], tags: [RootEffect]
.}
proc detailAlbedo=(self: SpatialMaterial; val: Texture) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc detailNormal(self: SpatialMaterial): Texture {.
gcsafe, locks: 0, raises: [Exception], tags: [RootEffect]
.}
proc detailNormal=(self: SpatialMaterial; val: Texture) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc uv1Scale(self: SpatialMaterial): Vector3 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc uv1Scale=(self: SpatialMaterial; val: Vector3) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc uv1Offset(self: SpatialMaterial): Vector3 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc uv1Offset=(self: SpatialMaterial; val: Vector3) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc uv1Triplanar(self: SpatialMaterial): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc uv1Triplanar=(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc uv1TriplanarSharpness(self: SpatialMaterial): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc uv1TriplanarSharpness=(self: SpatialMaterial; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc uv2Scale(self: SpatialMaterial): Vector3 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc uv2Scale=(self: SpatialMaterial; val: Vector3) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc uv2Offset(self: SpatialMaterial): Vector3 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc uv2Offset=(self: SpatialMaterial; val: Vector3) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc uv2Triplanar(self: SpatialMaterial): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc uv2Triplanar=(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc uv2TriplanarSharpness(self: SpatialMaterial): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc uv2TriplanarSharpness=(self: SpatialMaterial; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc proximityFadeEnable(self: SpatialMaterial): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc proximityFadeEnable=(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc proximityFadeDistance(self: SpatialMaterial): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc proximityFadeDistance=(self: SpatialMaterial; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc distanceFadeEnable(self: SpatialMaterial): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc distanceFadeEnable=(self: SpatialMaterial; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc distanceFadeMinDistance(self: SpatialMaterial): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc distanceFadeMinDistance=(self: SpatialMaterial; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc distanceFadeMaxDistance(self: SpatialMaterial): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc distanceFadeMaxDistance=(self: SpatialMaterial; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}