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ISkinnedShadingModel

Interface

Class Documentation

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A shading model for skinned meshes: champions, minions, monsters, structures and every other mesh that a skin draws. Before a skinned mesh draws, the client runs the lighting update of its material's shading model with the draw's transform.

The update of SkinnedStandardShadingModel and SkinnedPbrShadingModel finds the cell of the map's light grid at the draw's position. The light grid is the map's baked ambient lighting for characters: a square grid over the ground with six colours per cell, one for each axis direction. The client takes the nearest cell and does not filter between cells. Map meshes never read the grid. A map that ships no grid gets a fallback that the client builds each frame from the map's sun and sky colours.

The update of SkinnedUnlitShadingModel does nothing.