Default

This is a collection of StereoKit default assets that are created or loaded by StereoKit during its initialization phase! Feel free to use them or Copy them, but be wary about modifying them, since it could affect many things throughout the system.

Static Fields and Properties

   
Tex Cubemap The default cubemap that StereoKit generates, this is the cubemap that’s visible as the background and initial scene lighting.
Material Material The default material! This is used by any model or mesh rendered from within StereoKit. Its shader may change based on system performance characteristics, so it can be great to copy this one when creating your own materials!
Material MaterialEquirect This material is used for projecting equirectangular textures into cubemap faces. It’s probably not a great idea to change this one much!
Material MaterialFont This material is used as the default for rendering text! By default, it uses the ‘default/shader_font’ shader, which is a two-sided alpha-clip shader. This also turns off backface culling.
Material MaterialHand This is the default material for rendering the hand! It’s a copy of the default material, but set to transparent, and using a generated texture.
Material MaterialUI The material used by the UI! By default, it uses a shader that creates a ‘finger shadow’ that shows how close the finger is to the UI.
Mesh MeshCube A cube with dimensions of (1,1,1), this is equivalent to Mesh.GenerateCube(Vec3.One).
Mesh MeshQuad A default quad mesh, 2 triangles, 4 verts, from (-1,-1,0) to (1,1,0) and facing forward on the Z axis (0,0,-1). White vertex colors, and UVs from (0,0) at vertex (-1,-1,0) to (1,1) at vertex (1,1,0).
Mesh MeshSphere A sphere mesh with a diameter of 1. This is equivalent to Mesh.GenerateSphere(1,4).
Shader Shader This is a fast, general purpose shader. It uses a texture for ‘diffuse’, a ‘color’ property for tinting the material, and a ‘tex_scale’ for scaling the UV coordinates. For lighting, it just uses a lookup from the current cubemap.
Shader ShaderEquirect A shader for projecting equirectangular textures onto cube faces! This is for equirectangular texture loading.
Shader ShaderFont A shader for text! Right now, this will render a font atlas texture, and perform alpha-testing for transparency, and super-sampling for better readability. It also flips normals of the back-face of the surface, so backfaces get lit properly when backface culling is turned off, as it is by default for text.
Shader ShaderPbr A physically based shader.
Shader ShaderUI A shader for UI or interactable elements, this’ll be the same as the Shader, but with an additional finger ‘shadow’ and distance circle effect that helps indicate finger distance from the surface of the object.
Shader ShaderUnlit Sometimes lighting just gets in the way! This is an extremely simple and fast shader that uses a ‘diffuse’ texture and a ‘color’ tint property to draw a model without any lighting at all!
Sound SoundClick A default click sound that lasts for 300ms. It’s a procedurally generated sound based on a mouse press, with extra low frequencies in it.
Sound SoundUnclick A default click sound that lasts for 300ms. It’s a procedurally generated sound based on a mouse release, with extra low frequencies in it.
Tex Tex Default 2x2 white opaque texture, this is the texture referred to as ‘white’ in the shader texture defaults.
Tex TexBlack Default 2x2 black opaque texture, this is the texture referred to as ‘black’ in the shader texture defaults.
Tex TexFlat Default 2x2 flat normal texture, this is a normal that faces out from the, face, and has a color value of (0.5,0.5,1). This is the texture referred to as ‘flat’ in the shader texture defaults.
Tex TexGray Default 2x2 middle gray (0.5,0.5,0.5) opaque texture, this is the texture referred to as ‘gray’ in the shader texture defaults.
Tex TexRough Default 2x2 roughness color (0,0,1) texture, this is the texture referred to as ‘rough’ in the shader texture defaults.