Optionalscene: SceneProtected Optional_Protected_Protected_Specifies if back face culling is enabled
Protected_Protected_Specifies if back or front faces should be culled (when culling is enabled)
Protected_Protected_Protected_Protected_Protected_Protected_Protected_Protected_Shader language used by the material
Protected_The transparency mode of the material.
Protected_Protected_AKA Diffuse Color in other nomenclature.
AKA Diffuse Texture in standard nomenclature.
Gets or sets a boolean indicating that the material is allowed (if supported) to do shader hot swapping. This means that the material can keep using a previous shader while a new one is being compiled. This is mostly used when shader parallel compilation is supported (true by default)
Defines the alpha limits in alpha test mode.
The color of a material in ambient lighting.
AKA Occlusion Texture in other nomenclature.
Defines how much the AO map is occluding the analytical lights (point spot...). 1 means it completely occludes it 0 mean it has no impact
AKA Occlusion Texture Intensity in other nomenclature.
Stores the animations for the material
ReadonlyanisotropyDefines the anisotropic parameters for the material.
If sets to true, the decal map will be applied after the detail map. Else, it is applied before (default: false)
OpenPBR Base Diffuse Roughness (roughness of the diffuse lobe).
OpenPBR Base Diffuse Roughness texture (roughness of the diffuse lobe).
OpenPBR Base Weight (multiplier to the diffuse and metal lobes).
OpenPBR Base Weight texture (multiplier to the diffuse and metal lobes).
ReadonlybrdfDefines the BRDF parameters for the material.
Stores surface normal data used to displace a mesh in a texture.
Specifies if the ready state should be checked on each call
Specifies if the ready state should be checked once
ReadonlyclearDefines the clear coat layer parameters for the material.
Gets or sets the active clipplane 1
Gets or sets the active clipplane 2
Gets or sets the active clipplane 3
Gets or sets the active clipplane 4
Gets or sets the active clipplane 5
Gets or sets the active clipplane 6
Custom callback helping to override the default shader used in the material.
Defines the decal map parameters for the material.
Specifies the depth function that should be used. 0 means the default engine function
ReadonlydetailDefines the detail map parameters for the material.
Intensity of the direct lights e.g. the four lights available in your scene. This impacts both the direct diffuse and specular highlights.
Debug Control allowing disabling the bump map on this material.
Specifies if color writing should be disabled
Specifies if depth writing should be disabled
If sets to true, disables all the lights affecting the material.
Specifies if the material should be serialized
The color emitted from the material.
Intensity of the emissive part of the material. This helps controlling the emissive effect without modifying the emissive color.
Stores the emissive values in a texture.
Enables specular anti aliasing in the PBR shader. It will both interacts on the Geometry for analytical and IBL lighting. It also prefilter the roughness map based on the bump values.
Let user defines the brdf lookup texture used for IBL. A default 8bit version is embedded but you could point at :
Intensity of the environment e.g. how much the environment will light the object either through harmonics for rough material or through the reflection for shiny ones.
Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
Specifies if depth writing should be forced
Force the shader to compute irradiance in the fragment shader in order to take bump in account.
Force normal to face away from face.
Callback triggered to get the render target textures
The ID of the material
List of inspectable custom properties (used by the Inspector)
If sets to true, x component of normal map value will invert (x = 1.0 - x).
If sets to true, y component of normal map value will invert (y = 1.0 - y).
ReadonlyiridescenceDefines the iridescence layer parameters for the material.
ReadonlyisStores the pre-calculated light information of a mesh in a texture.
Number of Simultaneous lights allowed on the material.
Gets or sets user defined metadata
Specifies the metallic scalar of the metallic/roughness workflow. Can also be used to scale the metalness values of the metallic texture.
In metallic workflow, specifies an F0 factor to help configuring the material F0. By default the indexOfrefraction is used to compute F0;
This is used as a factor against the default reflectance at normal incidence to tweak it.
F0 = defaultF0 * metallicF0Factor * metallicReflectanceColor; F90 = metallicReflectanceColor;
In metallic workflow, specifies an F0 color. By default the F90 is always 1;
Please note that this factor is also used as a factor against the default reflectance at normal incidence.
F0 = defaultF0_from_IOR * metallicF0Factor * metallicReflectanceColor F90 = metallicF0Factor;
Defines to store metallicReflectanceColor in RGB and metallicF0Factor in A This is multiplied against the scalar values defined in the material. If useOnlyMetallicFromMetallicReflectanceTexture is true, don't use the RGB channels, only A
Used to switch from specular/glossiness to metallic/roughness workflow.
AKA Glossiness in other nomenclature.
Used to enable roughness/glossiness fetch from a separate channel depending on the current mode. Gray Scale represents roughness in metallic mode and glossiness in specular mode.
The name of the material
Callback triggered when the material is compiled
An event triggered when the material is disposed
Callback triggered when an error occurs
Stores the alpha values in a texture. Use luminance if texture.getAlphaFromRGB is true.
Controls the scale bias of the parallax mode.
OptionalpluginPlugin manager for this material
Stores the size of points
ReadonlypreDefines additional PrePass parameters for the material.
Defines to store reflectanceColor in RGB This is multiplied against the scalar values defined in the material. If both reflectanceTexture and metallicReflectanceTexture textures are provided and useOnlyMetallicFromMetallicReflectanceTexture is false, metallicReflectanceTexture takes priority and reflectanceTexture is not used
The color reflected from the material.
Stores the reflection values in a texture.
AKA Specular Color in other nomenclature.
AKA Specular texture in other nomenclature.
For internal use only. Please do not use.
Specifies the roughness scalar of the metallic/roughness workflow. Can also be used to scale the roughness values of the metallic texture.
Specifies if there should be a separate pass for culling
Custom shadow depth material to use for shadow rendering instead of the in-built one
ReadonlysheenDefines the Sheen parameters for the material.
Stores the value for side orientation
This is a special control allowing the reduction of the specular highlights coming from the four lights of the scene. Those highlights may not be needed in full environment lighting.
The state of the material
ReadonlystencilGives access to the stencil properties of the material
ReadonlysubDefines the SubSurface parameters for the material.
If sets to true and backfaceCulling is false, normals will be flipped on the backside.
Gets or sets the unique id of the material
If set to true, no lighting calculations will be applied.
A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested. And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
Specifies if the metallic texture contains the ambient occlusion information in its red channel.
In case the reflectivity map does not contain the microsurface information in its alpha channel, The material will try to infer what glossiness each pixel should be.
This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal makes the reflect vector face the model (under horizon).
If true, the light map contains occlusion information instead of lighting info.
A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested. And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
Specifies if the metallic texture contains the metallness information in its blue channel.
Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
Allows using an object space normal map (instead of tangent space).
Specifies that only the A channel from metallicReflectanceTexture should be used. If false, both RGB and A channels will be used
Allows using the bump map in parallax mode.
Allows using the bump map in parallax occlusion mode.
This parameters will enable/disable radiance occlusion by preventing the radiance to lit too much the area relying on ambient texture to define their ambient occlusion.
Specifies that the material will keeps the reflection highlights over a transparent surface (only the most luminous ones). A car glass is a good example of that. When the street lights reflects on it you can not see what is behind.
Specifies if the metallic texture contains the roughness information in its alpha channel.
Specifies if the metallic texture contains the roughness information in its green channel. Needs useRoughnessFromMetallicTextureAlpha to be false.
Specifies that the material will keep the specular highlights over a transparent surface (only the most luminous ones). A car glass is a good example of that. When sun reflects on it you can not see what is behind.
Stores the z offset Factor value
Stores the z offset Units value
Static ReadonlyAllThe all dirty flag value
Static ReadonlyAttributesThe dirty attribute flag value
Static ReadonlyClockStores the clock-wise side orientation
Static ReadonlyCounterStores the counter clock-wise side orientation
StaticDEFAULT_Defines the default value of how much AO map is occluding the analytical lights (point spot...).
StaticForceForce all the PBR materials to compile to glsl even on WebGPU engines. False by default. This is mostly meant for backward compatibility.
StaticForceIf true, all materials will have their vertex output set to invariant (see the vertexOutputInvariant property).
Static ReadonlyFresnelThe dirty fresnel flag value
Static ReadonlyImageThe dirty image processing flag value
Static ReadonlyLightThe dirty light flag value
Static ReadonlyLIGHTFALLOFF_PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document to enhance interoperability with other engines.
Static ReadonlyLIGHTFALLOFF_PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
Static ReadonlyLIGHTFALLOFF_PBRMaterialLightFalloff Standard: light is falling off like in the standard material to enhance interoperability with other materials.
Static ReadonlyLineReturns the line list draw mode
Static ReadonlyLineReturns the line loop draw mode
Static ReadonlyLineReturns the line strip draw mode
Static ReadonlyMATERIAL_MaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
Static ReadonlyMATERIAL_MaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
Static ReadonlyMATERIAL_MaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer. They are also discarded below the alpha cutoff threshold to improve performances.
Static ReadonlyMATERIAL_The Reoriented Normal Mapping method is used to blend normals. Details of the algorithm can be found here: https://blog.selfshadow.com/publications/blending-in-detail/
Static ReadonlyMATERIAL_The Whiteout method is used to blend normals. Details of the algorithm can be found here: https://blog.selfshadow.com/publications/blending-in-detail/
Static ReadonlyMATERIAL_MaterialTransparencyMode: No transparency mode, Alpha channel is not use.
Static ReadonlyMiscThe dirty misc flag value
StaticOnEvent observable which raises global events common to all materials (like MaterialPluginEvent.Created)
Static ReadonlyPBRMATERIAL_PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
Static ReadonlyPBRMATERIAL_PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
Static ReadonlyPBRMATERIAL_PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer. They are also discarded below the alpha cutoff threshold to improve performances.
Static ReadonlyPBRMATERIAL_PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
Static ReadonlyPointReturns the point fill mode
Static ReadonlyPointReturns the point list draw mode
Static ReadonlyPreThe dirty prepass flag value
Static ReadonlyTextureThe dirty texture flag value
Static ReadonlyTriangleReturns the triangle fan draw mode
Static ReadonlyTriangleReturns the triangle fill mode
Static ReadonlyTriangleReturns the triangle strip draw mode
Static ReadonlyWireReturns the wireframe mode
Protected_Returns true if alpha blending should be disabled.
Protected_Protected_Protected_Gets the alpha value of the material
Sets the alpha value of the material
Gets the value of the alpha mode
Sets the value of the alpha mode.
| Value | Type | Description |
|---|---|---|
| 0 | ALPHA_DISABLE | |
| 1 | ALPHA_ADD | Defines that alpha blending is COLOR=SRC_ALPHA * SRC + DEST, ALPHA=DEST_ALPHA |
| 2 | ALPHA_COMBINE | Defines that alpha blending is COLOR=SRC_ALPHA * SRC + (1 - SRC_ALPHA) * DEST, ALPHA=SRC_ALPHA + DEST_ALPHA |
| 3 | ALPHA_SUBTRACT | Defines that alpha blending is COLOR=(1 - SRC) * DEST, ALPHA=SRC_ALPHA + DEST_ALPHA |
| 4 | ALPHA_MULTIPLY | Defines that alpha blending is COLOR=DEST * SRC, ALPHA=SRC_ALPHA + DEST_ALPHA |
| 5 | ALPHA_MAXIMIZED | Defines that alpha blending is COLOR=SRC_ALPHA * SRC + (1 - SRC) * DEST, ALPHA=SRC_ALPHA + DEST_ALPHA |
| 6 | ALPHA_ONEONE | Defines that alpha blending is COLOR=SRC + DEST, ALPHA=DEST_ALPHA |
| 7 | ALPHA_PREMULTIPLIED | Defines that alpha blending is COLOR=SRC + (1 - SRC_ALPHA) * DEST, ALPHA=SRC_ALPHA + DEST_ALPHA |
| 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | Defines that alpha blending is COLOR=SRC + (1 - SRC_ALPHA) * DEST, ALPHA=SRC_ALPHA + (1 - SRC_ALPHA) * DEST_ALPHA |
| 9 | ALPHA_INTERPOLATE | Defines that alpha blending is COLOR=CST * SRC + (1 - CST) * DEST, ALPHA=CST_ALPHA * SRC + (1 - CST_ALPHA) * DEST_ALPHA |
| 10 | ALPHA_SCREENMODE | Defines that alpha blending is COLOR=SRC + (1 - SRC) * DEST, ALPHA=SRC_ALPHA + (1 - SRC_ALPHA) * DEST_ALPHA |
| 11 | ALPHA_ONEONE_ONEONE | Defines that alpha blending is COLOR=SRC + DST, ALPHA=SRC_ALPHA + DEST_ALPHA |
| 12 | ALPHA_ALPHATOCOLOR | Defines that alpha blending is COLOR=DEST_ALPHA * SRC + DST, ALPHA=0 |
| 13 | ALPHA_REVERSEONEMINUS | Defines that alpha blending is COLOR=(1 - DEST) * SRC + (1 - SRC) * DEST, ALPHA=(1 - DEST_ALPHA) * SRC_ALPHA + (1 - SRC_ALPHA) * DEST_ALPHA |
| 14 | ALPHA_SRC_DSTONEMINUSSRCALPHA | Defines that alpha blending is ALPHA=SRC + (1 - SRC ALPHA) * DEST, ALPHA=SRC_ALPHA + (1 - SRC ALPHA) * DEST_ALPHA |
| 15 | ALPHA_ONEONE_ONEZERO | Defines that alpha blending is COLOR=SRC + DST, ALPHA=SRC_ALPHA |
| 16 | ALPHA_EXCLUSION | Defines that alpha blending is COLOR=(1 - DEST) * SRC + (1 - SRC) * DEST, ALPHA=DEST_ALPHA |
| 17 | ALPHA_LAYER_ACCUMULATE | Defines that alpha blending is COLOR=SRC_ALPHA * SRC + (1 - SRC ALPHA) * DEST, ALPHA=SRC_ALPHA + (1 - SRC_ALPHA) * DEST_ALPHA |
| 18 | ALPHA_MIN | Defines that alpha blending is COLOR=MIN(SRC, DEST), ALPHA=MIN(SRC_ALPHA, DEST_ALPHA) |
| 19 | ALPHA_MAX | Defines that alpha blending is COLOR=MAX(SRC, DEST), ALPHA=MAX(SRC_ALPHA, DEST_ALPHA) |
| 20 | ALPHA_DUAL_SRC0_ADD_SRC1xDST | Defines that alpha blending uses dual source blending and is COLOR=SRC + SRC1 * DEST, ALPHA=DST_ALPHA |
Gets the list of alpha modes (length greater than 1 for multi-targets)
Gets the culling state
Sets the culling state (true to enable culling, false to disable)
Block the dirty-mechanism for this specific material When set to false after being true the material will be marked as dirty.
Can this material render to several textures at once
Gets the type of faces that should be culled
Sets the type of faces that should be culled (true for back faces, false for front faces)
Gets the material fill mode
Sets the material fill mode
Gets the value of the fog enabled state
Sets the state for enabling fog
Gets a boolean indicating that current material needs to register RTT
Index of refraction of the material base layer. https://en.wikipedia.org/wiki/List_of_refractive_indices
This does not only impact refraction but also the Base F0 of Dielectric Materials.
From dielectric fresnel rules: F0 = square((iorT - iorI) / (iorT + iorI))
Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
Specifies if updates for the material been locked
Can this material render to prepass
Gets or sets the vertex output invariant state Setting this property to true will force the shader compiler to disable some optimization to make sure the vertex output is always calculated the same way across different compilation units. You may need to enable this option if you are seeing some depth artifacts when using a depth pre-pass, for e.g. Note that this may have an impact on performance, so leave this option disabled if not needed.
This parameters will make the material used its opacity to control how much it is refracting against not. Materials half opaque for instance using refraction could benefit from this control.
Gets the depth pre-pass value
Sets the need depth pre-pass value
Called during a bind event
An event triggered when the material is bound
Called during a dispose event
An event triggered when the effect is (re)created
An event triggered when the material is unbound
Gets the value specifying if point clouds are enabled
Sets the state of point cloud mode
Enables realtime filtering on the texture.
Quality switch for realtime filtering
Stores the refracted light information in a texture.
Gets the shader language used in this material.
Gets the current transparency mode.
Sets the transparency mode of the material.
| Value | Type | Description |
|---|---|---|
| 0 | OPAQUE | |
| 1 | ALPHATEST | |
| 2 | ALPHABLEND | |
| 3 | ALPHATESTANDBLEND |
In order to support the falloff compatibility with gltf, a special mode has been added to reproduce the gltf light falloff.
In order to support the falloff compatibility with gltf, a special mode has been added to reproduce the gltf light falloff.
In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes) You can try switching to logarithmic depth.
BJS is using an hardcoded light falloff based on a manually sets up range. In PBR, one way to represents the falloff is to use the inverse squared root algorithm. This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
BJS is using an hardcoded light falloff based on a manually sets up range. In PBR, one way to represents the falloff is to use the inverse squared root algorithm. This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
Tells the engine to draw geometry using vertex pulling instead of index drawing. This will automatically set the vertex buffers as storage buffers and make them accessible to the vertex shader (WebGPU only).
Sets the state of wireframe mode
Protected_Processes to execute after binding the material to a mesh
Optionalmesh: AbstractMeshdefines the rendered mesh
Optionaleffect: Effectdefines the effect used to bind the material
OptionalsubMesh: SubMeshProtected_Protected_Protected_whether or not there is a usable alpha channel for transparency.
Protected_Protected_Indicates that we need to re-calculated for all submeshes
Protected_Indicates that attributes need to be re-calculated for all submeshes
Protected_Marks all submeshes of a material to indicate that their material defines need to be re-calculated
defines a function which checks material defines against the submeshes
Protected_Indicates that fresnel and misc need to be re-calculated for all submeshes
Protected_Indicates that fresnel needs to be re-calculated for all submeshes
Protected_Indicates that image processing needs to be re-calculated for all submeshes
Protected_Indicates that lights need to be re-calculated for all submeshes
Protected_Indicates that misc needs to be re-calculated for all submeshes
Protected_Indicates that prepass needs to be re-calculated for all submeshes
Protected_Indicates that textures and misc need to be re-calculated for all submeshes
Protected_Indicates that textures need to be re-calculated for all submeshes
Protected_Indicates that the scene should check if the rendering now needs a prepass
Protected_Protected_Protected_whether or not the alpha value of the albedo texture should be used for alpha blending.
This allows you to modify the material without marking it as dirty after every change. This function should be used if you need to make more than one dirty-enabling change to the material - adding a texture, setting a new fill mode and so on. The callback will pass the material as an argument, so you can make your changes to it.
the callback to be executed that will update the material
Binds the material to the mesh
defines the world transformation matrix
Optionalmesh: Meshdefines the mesh to bind the material to
Binds the view matrix to the effect
defines the effect to bind the view matrix to
OptionalvariableName: stringname of the shader variable that will hold the eye position
Binds the submesh data.
The world matrix.
The BJS mesh.
A submesh of the BJS mesh.
Binds the given normal matrix to the active effect
the matrix to bind
Binds the given world matrix to the active effect
the matrix to bind
Binds the view matrix to the effect
defines the effect to bind the view matrix to
Binds the view projection and projection matrices to the effect
defines the effect to bind the view projection and projection matrices to
Initializes the uniform buffer layout for the shader.
Makes a duplicate of the current material.
name to use for the new material.
OptionalcloneTexturesOnlyOnce: booleanif a texture is used in more than one channel (e.g diffuse and opacity), only clone it once and reuse it on the other channels. Default false.
OptionalrootUrl: stringdefines the root URL to use to load textures
cloned material instance
Disposes the resources of the material.
OptionalforceDisposeEffect: booleanForces the disposal of effects.
OptionalforceDisposeTextures: booleanForces the disposal of all textures.
Force shader compilation
Define the mesh we want to force the compilation for
OptionalonCompiled: (material: Material) => voidDefine a callback triggered when the compilation completes
Optionaloptions: Partial<IMaterialCompilationOptions>Define the options used to create the compilation
Force shader compilation
defines the mesh that will use this material
Optionaloptions: Partial<IMaterialCompilationOptions>defines additional options for compiling the shaders
a promise that resolves when the compilation completes
Locks updates for the material.
Note: while a material is frozen, the scene can still rebind it at least once per camera render (and again whenever another material was bound in between). What can be skipped while the frozen material stays cached are per-mesh updates performed during a rebind.
This includes per-mesh morph target influences. If the same frozen material is shared across several meshes that each have different per-mesh morph influences, only the mesh that triggers the rebind updates those values. Other meshes rendered afterward with the same cached frozen material may reuse stale influences and render with the wrong values.
For that scenario either keep the material unfrozen, clone the material
per mesh and freeze each clone, or unfreeze() before changing
influences and freeze() again afterwards.
Returns an array of the actively used textures.
the texture used for the alpha test.
Returns the animatable textures. If material have animatable metallic texture, then reflectivity texture will not be returned, even if it has animations.
Gets the meshes bound to the material
an array of meshes bound to the material
the name of this material class.
Returns the material effect
the effect associated with the material
Returns the current scene
a Scene
Checks to see if a texture is used in the material.
Base texture to use.
Specifies if the material uses metallic roughness workflow.
boolean specifying if the material uses metallic roughness workflow.
Specifies if the material is ready to be used
Optionalmesh: AbstractMeshdefines the mesh to check
OptionaluseInstances: booleanspecifies if instances should be used
a boolean indicating if the material is ready to be used
Specifies that the submesh is ready to be used.
BJS mesh.
A submesh of the BJS mesh. Used to check if it is ready.
OptionaluseInstances: booleanSpecifies that instances should be used.
Marks a define in the material to indicate that it needs to be re-computed
defines a flag used to determine which parts of the material have to be marked as dirty
Marks the material to indicate that it needs to be re-calculated
OptionalforceMaterialDirty: booleanForces the material to be marked as dirty for all components (same as this.markAsDirty(Material.AllDirtyFlag)). You should use this flag if the material is frozen and you want to force a recompilation.
whether or not this material should be rendered in alpha blend mode.
Specifies if the mesh will require alpha blending
defines the mesh to check
a boolean specifying if alpha blending is needed for the mesh
whether or not this material should be rendered in alpha test mode.
Specifies if material alpha testing should be turned on for the mesh
defines the mesh to check
a boolean specifying if alpha testing should be turned on for the mesh
Resets the draw wrappers cache for all submeshes that are using this material
Serializes this PBR Material.
Sets the value of the alpha mode for a specific target index.
The alpha mode value to set.
OptionaltargetIndex: numberThe index of the target to set the alpha mode for. Defaults to 0.
Sets the required values to the prepass renderer. It can't be sets when subsurface scattering of this material is disabled. When scene have ability to enable subsurface prepass effect, it will enable.
Returns a string representation of the current material
OptionalfullDetails: booleandefines a boolean indicating which levels of logging is desired
a string with material information
Unbinds the material from the mesh
Unlocks updates for the material
Protected Static_StaticParseParses a PBR Material from a serialized object.
Serialized object.
BJS scene instance.
url for the scene object
StaticParseParses the alpha mode from the material data to parse
defines the material data to parse
defines the material to update
The alpha value of the material