<div dir="auto"><div>Thanks for list. UnlitMaterial is certainly useful. I was just looking for the features which are not covered by the current Material with no lights since this would the rough starting point for supporting. </div><div dir="auto"><br></div><div dir="auto">Andreas<br><br><div class="gmail_quote gmail_quote_container" dir="auto"><div dir="ltr" class="gmail_attr">On Fri, Feb 21, 2025, 7:44 AM Michalis Kamburelis <<a href="mailto:michalis.kambi@gmail.com">michalis.kambi@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">UnlitMaterial is *similar but not exactly the same* as Material with<br>
all lights=off.<br>
<br>
It's a similar question with similar answers as "is UnlitMaterial like<br>
Material with all fields except emissieColor equal to zero". See<br>
<a href="https://github.com/michaliskambi/x3d-tests/wiki/Why-is-UnlitMaterial-useful" rel="noreferrer noreferrer" target="_blank">https://github.com/michaliskambi/x3d-tests/wiki/Why-is-UnlitMaterial-useful</a><br>
for my reasoning. In short:<br>
<br>
- Better interaction with Appearance.texture : UnlitMaterial says that<br>
emissive parameter (not diffuse, as would be for Material) is<br>
multiplied by Appearance.texture.<br>
<br>
- Better interaction with Color / ColorRGBA : UnlitMaterial says that<br>
emissive parameter (not diffuse, as would be for Material) are<br>
replaced by per-vertex color.<br>
<br>
(or multiplied by per-vertex color, if you use CGE extension<br>
<a href="https://github.com/michaliskambi/x3d-tests/wiki/Converting-glTF-to-X3D#per-vertex-colors" rel="noreferrer noreferrer" target="_blank">https://github.com/michaliskambi/x3d-tests/wiki/Converting-glTF-to-X3D#per-vertex-colors</a><br>
"Color { mode "MODULATE" ... }" ).<br>
<br>
- In UnlitMaterial, the texture that affects transparency is<br>
emissiveTexture, not diffuseTexture. I see you also mentioned this.<br>
<br>
Regards,<br>
Michalis<br>
<br>
czw., 20 lut 2025 o 23:23 Andreas Plesch via x3d-public<br>
<<a href="mailto:x3d-public@web3d.org" target="_blank" rel="noreferrer">x3d-public@web3d.org</a>> napisał(a):<br>
><br>
> Looking at UnlitMaterial:<br>
><br>
> <a href="https://www.web3d.org/specifications/X3Dv4Draft/ISO-IEC19775-1v4.1-CD/Part01/components/lighting.html#LightingUnlit" rel="noreferrer noreferrer" target="_blank">https://www.web3d.org/specifications/X3Dv4Draft/ISO-IEC19775-1v4.1-CD/Part01/components/lighting.html#LightingUnlit</a><br>
><br>
> Can UnlitMaterial be thought of as Material without light contributions ? Eg. on_i for all lights is 0 ?<br>
><br>
> It looks equivalent but perhaps there is a subtle difference. Yeah, one subtle difference appears to be that the transparency field is applied to diffuse.a rather than emissive.a .<br>
><br>
> Related, the Phong lighting in the case of on_i all zero, does not seem to have a way to specify an alpha for emissive ? Not sure how much use emissive alpha has but UnlitMaterial has it.<br>
><br>
> Thanks for any input, -Andreas<br>
><br>
> --<br>
> Andreas Plesch<br>
> Waltham, MA 02453<br>
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</blockquote></div></div></div>