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Combining multiple layers of textures


simon_bg
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Are we voting?  I say materialBuilder.  (I caused this "what name" problem, didn't I?  Sorry.)  (snicker)  :)

It is the "brother" of meshBuilder... and our pregnant mother is likely to deliver two more 'animals' yet... cameraBuilder and lightBuilder  ;)

We got a "builder" theme, happening here.  :)

But, inside the docs for materialBuilder, perhaps you say...  "Babylon.MaterialBuilder was called 'EasyShader' (eash) when it was first invented, so if you see "eash" written somewhere, it is the same as Babylon.MaterialBuilder."

If you put that line near the top of the docs, then you have warned the reader... that YOU (the docs author) will be calling it "eash"... often... throughout the docs and demos.

*shrug*

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look it is important to ready after 4 days for me :) so let choose good name after that but all user like call it MaterialBuilder it is right 

so think about Material Builder  but you can make postprocess to with that

ShaderBuilder is Good But last output can be Shader or Material Or PostProcess 

i try Make that like This :

mesh.material = new BABYLON.EasyShader()
     .Transparency()
     .Solid({color:color1,opacity:0.5})
     .Back(new BABYLON.EasyShader.Solid(color2).Build())
     .Fresnel({ color:color2, Mode:Dark  })
     .BuildMaterial(scene);


var postprocess1 = new BABYLON.EasyShader()
     .Map({ reference : BABYLON.EasyShader().ScreenShot  })
     .Blur({ Percent: 10 })
     .BuildLinerPostProcess(camera,{ scale : 0.5 });



var shader =  new BABYLON.EasyShader()
      .SpecularMap(
             new BABYLON.EasyShader()
                    .Map({ reference : '/images/image1.png'})
                    .Effect(BABYLON.EasyShader.Intensive(3.,3.)).Build()
             ,{ ligths: BABYLON.EasyShader.ImportLights(scene) })
      .Vertex(' result = vec4(posision + normal ,1.);')
      .BuildShaderSource();


       
      

 

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