babylon.quarks - v0.19.0
    Preparing search index...

    Class ParticleMeshStandardMaterial

    Hierarchy

    • StandardMaterial
      • ParticleMeshStandardMaterial
    Index

    Constructors

    Properties

    _activeEffect? _alpha _backFaceCulling _cacheHasRenderTargetTextures _cullBackFaces _drawWrapper _eventInfo _forceGLSL _globalAmbientColor _imageProcessingConfiguration _imageProcessingObserver _isVertexOutputInvariant _needToBindSceneUbo _normalMatrix _onEffectCreatedObservable _renderTargets _shaderLanguage _transparencyMode _useLogarithmicDepth _useVertexPulling allowShaderHotSwapping alphaCutOff ambientColor ambientTexture animations applyDecalMapAfterDetailMap bumpTexture checkReadyOnEveryCall checkReadyOnlyOnce clipPlane clipPlane2 clipPlane3 clipPlane4 clipPlane5 clipPlane6 customShaderNameResolve decalMap depthFunction detailMap diffuseColor diffuseFresnelParameters diffuseTexture disableColorWrite disableDepthWrite disableLighting doNotSerialize emissiveColor emissiveFresnelParameters emissiveTexture forceDepthWrite getRenderTargetTextures id indexOfRefraction inspectableCustomProperties invertNormalMapX invertNormalMapY invertRefractionY isParticleMeshStandardMaterial lightmapTexture linkEmissiveWithDiffuse maxSimultaneousLights metadata name onCompiled onDisposeObservable onError opacityFresnelParameters opacityTexture parallaxScaleBias pluginManager? pointSize prePassConfiguration reflectionFresnelParameters reflectionTexture refractionFresnelParameters refractionTexture reservedDataStore roughness separateCullingPass shadowDepthWrapper sideOrientation specularColor specularPower specularTexture state stencil twoSidedLighting uniqueId useAlphaFromDiffuseTexture useEmissiveAsIllumination useGlossinessFromSpecularMapAlpha useLightmapAsShadowmap useObjectSpaceNormalMap useParallax useParallaxOcclusion useReflectionFresnelFromSpecular useReflectionOverAlpha useSpecularOverAlpha zOffset zOffsetUnits AllDirtyFlag AttributesDirtyFlag ClockWiseSideOrientation CounterClockWiseSideOrientation ForceGLSL ForceVertexOutputInvariant FresnelDirtyFlag ImageProcessingDirtyFlag LightDirtyFlag LIGHTFALLOFF_GLTF LIGHTFALLOFF_PHYSICAL LIGHTFALLOFF_STANDARD LineListDrawMode LineLoopDrawMode LineStripDrawMode MATERIAL_ALPHABLEND MATERIAL_ALPHATEST MATERIAL_ALPHATESTANDBLEND MATERIAL_NORMALBLENDMETHOD_RNM MATERIAL_NORMALBLENDMETHOD_WHITEOUT MATERIAL_OPAQUE MiscDirtyFlag OnEventObservable PointFillMode PointListDrawMode PrePassDirtyFlag TextureDirtyFlag TriangleFanDrawMode TriangleFillMode TriangleStripDrawMode WireFrameFillMode

    Accessors

    Methods

    Constructors

    Properties

    _activeEffect?: Effect
    _alpha: number

    The alpha value of the material

    _backFaceCulling: boolean

    Specifies if back face culling is enabled

    _cacheHasRenderTargetTextures: boolean
    _cullBackFaces: boolean

    Specifies if back or front faces should be culled (when culling is enabled)

    _drawWrapper: DrawWrapper
    _eventInfo: object & MaterialPluginDisposed & MaterialPluginHasTexture & MaterialPluginIsReadyForSubMesh & MaterialPluginGetDefineNames & MaterialPluginPrepareEffect & MaterialPluginPrepareDefines & MaterialPluginPrepareUniformBuffer & MaterialPluginBindForSubMesh & MaterialPluginGetAnimatables & MaterialPluginGetActiveTextures & MaterialPluginFillRenderTargetTextures & MaterialPluginHasRenderTargetTextures & MaterialPluginHardBindForSubMesh
    _forceGLSL: boolean
    _globalAmbientColor: Color3
    _imageProcessingConfiguration: ImageProcessingConfiguration
    _imageProcessingObserver: Observer<ImageProcessingConfiguration>
    _isVertexOutputInvariant: boolean
    _needToBindSceneUbo: boolean
    _normalMatrix: Matrix
    _onEffectCreatedObservable: Observable<{ effect: Effect; subMesh: SubMesh }>
    _renderTargets: SmartArray<RenderTargetTexture>
    _shaderLanguage: ShaderLanguage

    Shader language used by the material

    _transparencyMode: number

    The transparency mode of the material.

    _useLogarithmicDepth: boolean
    _useVertexPulling: boolean
    allowShaderHotSwapping: boolean

    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)

    alphaCutOff: number

    Defines the alpha limits in alpha test mode.

    ambientColor: Color3

    The color of the material lit by the environmental background lighting.

    ambientTexture: BaseTexture

    AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.

    animations: Animation[]

    Stores the animations for the material

    applyDecalMapAfterDetailMap: boolean

    If sets to true, the decal map will be applied after the detail map. Else, it is applied before (default: false)

    bumpTexture: BaseTexture

    Bump mapping is a technique to simulate bump and dents on a rendered surface. These are made by creating a normal map from an image. The means to do this can be found on the web, a search for 'normal map generator' will bring up free and paid for methods of doing this.

    checkReadyOnEveryCall: boolean

    Specifies if the ready state should be checked on each call

    checkReadyOnlyOnce: boolean

    Specifies if the ready state should be checked once

    clipPlane: Plane

    Gets or sets the active clipplane 1

    clipPlane2: Plane

    Gets or sets the active clipplane 2

    clipPlane3: Plane

    Gets or sets the active clipplane 3

    clipPlane4: Plane

    Gets or sets the active clipplane 4

    clipPlane5: Plane

    Gets or sets the active clipplane 5

    clipPlane6: Plane

    Gets or sets the active clipplane 6

    customShaderNameResolve: (
        shaderName: string,
        uniforms: string[],
        uniformBuffers: string[],
        samplers: string[],
        defines: string[] | MaterialDefines,
        attributes?: string[],
        options?: ICustomShaderNameResolveOptions,
    ) => string

    Custom callback helping to override the default shader used in the material.

    decalMap: DecalMapConfiguration

    Defines the decal map parameters for the material.

    depthFunction: number

    Specifies the depth function that should be used. 0 means the default engine function

    detailMap: DetailMapConfiguration

    Defines the detail map parameters for the material.

    diffuseColor: Color3

    The basic color of the material as viewed under a light.

    diffuseFresnelParameters: FresnelParameters

    Define the diffuse fresnel parameters of the material.

    diffuseTexture: BaseTexture

    The basic texture of the material as viewed under a light.

    disableColorWrite: boolean

    Specifies if color writing should be disabled

    disableDepthWrite: boolean

    Specifies if depth writing should be disabled

    disableLighting: boolean

    Does lights from the scene impacts this material. It can be a nice trick for performance to disable lighting on a fully emissive material.

    doNotSerialize: boolean

    Specifies if the material should be serialized

    emissiveColor: Color3

    Define the color of the material as if self lit. This will be mixed in the final result even in the absence of light.

    emissiveFresnelParameters: FresnelParameters

    Define the emissive fresnel parameters of the material.

    emissiveTexture: BaseTexture

    Define texture of the material as if self lit. This will be mixed in the final result even in the absence of light.

    forceDepthWrite: boolean

    Specifies if depth writing should be forced

    getRenderTargetTextures: () => SmartArray<RenderTargetTexture>

    Callback triggered to get the render target textures

    id: string

    The ID of the material

    indexOfRefraction: number

    In case of refraction, define the value of the index of refraction.

    inspectableCustomProperties: IInspectable[]

    List of inspectable custom properties (used by the Inspector)

    invertNormalMapX: boolean

    If sets to true, x component of normal map value will invert (x = 1.0 - x).

    invertNormalMapY: boolean

    If sets to true, y component of normal map value will invert (y = 1.0 - y).

    invertRefractionY: boolean

    Invert the refraction texture alongside the y axis. It can be useful with procedural textures or probe for instance.

    isParticleMeshStandardMaterial: true
    lightmapTexture: BaseTexture

    Complex lighting can be computationally expensive to compute at runtime. To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.

    linkEmissiveWithDiffuse: boolean

    If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing the emissive level when the final color is close to one.

    maxSimultaneousLights: number

    Defines the maximum number of lights that can be used in the material

    metadata: any

    Gets or sets user defined metadata

    name: string

    The name of the material

    onCompiled: (effect: Effect) => void

    Callback triggered when the material is compiled

    onDisposeObservable: Observable<Material>

    An event triggered when the material is disposed

    onError: (effect: Effect, errors: string) => void

    Callback triggered when an error occurs

    opacityFresnelParameters: FresnelParameters

    Define the opacity fresnel parameters of the material.

    opacityTexture: BaseTexture

    Define the transparency of the material from a texture. The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false) or from the luminance or the current texel (if texture.getAlphaFromRGB is true)

    parallaxScaleBias: number

    Apply a scaling factor that determine which "depth" the height map should reprensent. A value between 0.05 and 0.1 is reasonnable in Parallax, you can reach 0.2 using Parallax Occlusion.

    pluginManager?: MaterialPluginManager

    Plugin manager for this material

    pointSize: number

    Stores the size of points

    prePassConfiguration: PrePassConfiguration

    Defines additional PrePass parameters for the material.

    reflectionFresnelParameters: FresnelParameters

    Define the reflection fresnel parameters of the material.

    reflectionTexture: BaseTexture

    Define the texture used to display the reflection.

    refractionFresnelParameters: FresnelParameters

    Define the refraction fresnel parameters of the material.

    refractionTexture: BaseTexture

    Define the texture used to display the refraction.

    reservedDataStore: any

    For internal use only. Please do not use.

    roughness: number

    Helps to define how blurry the reflections should appears in the material.

    separateCullingPass: boolean

    Specifies if there should be a separate pass for culling

    shadowDepthWrapper: ShadowDepthWrapper

    Custom shadow depth material to use for shadow rendering instead of the in-built one

    sideOrientation: number

    Stores the value for side orientation

    specularColor: Color3

    Define how the color and intensity of the highlight given by the light in the material.

    specularPower: number

    Defines how sharp are the highlights in the material. The bigger the value the sharper giving a more glossy feeling to the result. Reversely, the smaller the value the blurrier giving a more rough feeling to the result.

    specularTexture: BaseTexture

    Define how the color and intensity of the highlight given by the light in the material.

    state: string

    The state of the material

    stencil: MaterialStencilState

    Gives access to the stencil properties of the material

    twoSidedLighting: boolean

    If sets to true and backfaceCulling is false, normals will be flipped on the backside.

    uniqueId: number

    Gets or sets the unique id of the material

    useAlphaFromDiffuseTexture: boolean

    Does the transparency come from the diffuse texture alpha channel.

    useEmissiveAsIllumination: boolean

    If true, the emissive value is added into the end result, otherwise it is multiplied in.

    useGlossinessFromSpecularMapAlpha: boolean

    Defines if the glossiness/roughness of the material should be read from the specular map alpha channel

    useLightmapAsShadowmap: boolean

    In case of light mapping, define whether the map contains light or shadow informations.

    useObjectSpaceNormalMap: boolean

    Allows using an object space normal map (instead of tangent space).

    useParallax: boolean

    Is parallax enabled or not.

    useParallaxOcclusion: boolean

    Is parallax occlusion enabled or not. If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.

    useReflectionFresnelFromSpecular: boolean

    If true automatically deducts the fresnels values from the material specularity.

    useReflectionOverAlpha: boolean

    Specifies that the material will keeps the reflection highlights over a transparent surface (only the most luminous ones). A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.

    useSpecularOverAlpha: boolean

    Specifies that the material will keep the specular highlights over a transparent surface (only the most luminous ones). A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.

    zOffset: number

    Stores the z offset Factor value

    zOffsetUnits: number

    Stores the z offset Units value

    AllDirtyFlag: 127

    The all dirty flag value

    AttributesDirtyFlag: 8

    The dirty attribute flag value

    ClockWiseSideOrientation: 0

    Stores the clock-wise side orientation

    CounterClockWiseSideOrientation: 1

    Stores the counter clock-wise side orientation

    ForceGLSL: boolean

    Force all the standard materials to compile to glsl even on WebGPU engines. False by default. This is mostly meant for backward compatibility.

    ForceVertexOutputInvariant: boolean

    If true, all materials will have their vertex output set to invariant (see the vertexOutputInvariant property).

    FresnelDirtyFlag: 4

    The dirty fresnel flag value

    ImageProcessingDirtyFlag: 64

    The dirty image processing flag value

    LightDirtyFlag: 2

    The dirty light flag value

    LIGHTFALLOFF_GLTF: 1

    PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document to enhance interoperability with other engines.

    LIGHTFALLOFF_PHYSICAL: 0

    PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.

    LIGHTFALLOFF_STANDARD: 2

    PBRMaterialLightFalloff Standard: light is falling off like in the standard material to enhance interoperability with other materials.

    LineListDrawMode: 4

    Returns the line list draw mode

    LineLoopDrawMode: 5

    Returns the line loop draw mode

    LineStripDrawMode: 6

    Returns the line strip draw mode

    MATERIAL_ALPHABLEND: 2

    MaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.

    MATERIAL_ALPHATEST: 1

    MaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.

    MATERIAL_ALPHATESTANDBLEND: 3

    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.

    MATERIAL_NORMALBLENDMETHOD_RNM: 1

    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/

    MATERIAL_NORMALBLENDMETHOD_WHITEOUT: 0

    The Whiteout method is used to blend normals. Details of the algorithm can be found here: https://blog.selfshadow.com/publications/blending-in-detail/

    MATERIAL_OPAQUE: 0

    MaterialTransparencyMode: No transparency mode, Alpha channel is not use.

    MiscDirtyFlag: 16

    The dirty misc flag value

    OnEventObservable: Observable<Material>

    Event observable which raises global events common to all materials (like MaterialPluginEvent.Created)

    PointFillMode: 2

    Returns the point fill mode

    PointListDrawMode: 3

    Returns the point list draw mode

    PrePassDirtyFlag: 32

    The dirty prepass flag value

    TextureDirtyFlag: 1

    The dirty texture flag value

    TriangleFanDrawMode: 8

    Returns the triangle fan draw mode

    TriangleFillMode: 0

    Returns the triangle fill mode

    TriangleStripDrawMode: 7

    Returns the triangle strip draw mode

    WireFrameFillMode: 1

    Returns the wireframe mode

    Accessors

    • get _disableAlphaBlending(): boolean

      Returns true if alpha blending should be disabled.

      Returns boolean

    • get _hasTransparencyMode(): boolean

      Returns boolean

    • get _transparencyModeIsBlend(): boolean

      Returns boolean

    • get _transparencyModeIsTest(): boolean

      Returns boolean

    • get alpha(): number

      Gets the alpha value of the material

      Returns number

    • set alpha(value: number): void

      Sets the alpha value of the material

      Parameters

      • value: number

      Returns void

    • get alphaMode(): number

      Gets the value of the alpha mode

      Returns number

    • set alphaMode(value: number): void

      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

      Parameters

      • value: number

      Returns void

    • get alphaModes(): readonly number[]

      Gets the list of alpha modes (length greater than 1 for multi-targets)

      Returns readonly number[]

    • get backFaceCulling(): boolean

      Gets the culling state

      Returns boolean

    • set backFaceCulling(value: boolean): void

      Sets the culling state (true to enable culling, false to disable)

      Parameters

      • value: boolean

      Returns void

    • get blockDirtyMechanism(): boolean

      Block the dirty-mechanism for this specific material When set to false after being true the material will be marked as dirty.

      Returns boolean

    • set blockDirtyMechanism(value: boolean): void

      Parameters

      • value: boolean

      Returns void

    • get cameraColorCurves(): ColorCurves

      Returns ColorCurves

    • set cameraColorCurves(value: ColorCurves): void

      Parameters

      • value: ColorCurves

      Returns void

    • get cameraColorCurvesEnabled(): boolean

      Returns boolean

    • set cameraColorCurvesEnabled(value: boolean): void

      Parameters

      • value: boolean

      Returns void

    • get cameraColorGradingEnabled(): boolean

      Returns boolean

    • set cameraColorGradingEnabled(value: boolean): void

      Parameters

      • value: boolean

      Returns void

    • get cameraColorGradingTexture(): BaseTexture

      Returns BaseTexture

    • set cameraColorGradingTexture(value: BaseTexture): void

      Parameters

      • value: BaseTexture

      Returns void

    • get cameraContrast(): number

      Returns number

    • set cameraContrast(value: number): void

      Parameters

      • value: number

      Returns void

    • get cameraExposure(): number

      Returns number

    • set cameraExposure(value: number): void

      Parameters

      • value: number

      Returns void

    • get cameraToneMappingEnabled(): boolean

      Returns boolean

    • set cameraToneMappingEnabled(value: boolean): void

      Parameters

      • value: boolean

      Returns void

    • get canRenderToMRT(): boolean

      Can this material render to several textures at once

      Returns boolean

    • get cullBackFaces(): boolean

      Gets the type of faces that should be culled

      Returns boolean

    • set cullBackFaces(value: boolean): void

      Sets the type of faces that should be culled (true for back faces, false for front faces)

      Parameters

      • value: boolean

      Returns void

    • get fillMode(): number

      Gets the material fill mode

      Returns number

    • set fillMode(value: number): void

      Sets the material fill mode

      Parameters

      • value: number

      Returns void

    • get fogEnabled(): boolean

      Gets the value of the fog enabled state

      Returns boolean

    • set fogEnabled(value: boolean): void

      Sets the state for enabling fog

      Parameters

      • value: boolean

      Returns void

    • get hasRenderTargetTextures(): boolean

      Gets a boolean indicating that current material needs to register RTT

      Returns boolean

    • get imageProcessingConfiguration(): ImageProcessingConfiguration

      Returns ImageProcessingConfiguration

    • set imageProcessingConfiguration(value: ImageProcessingConfiguration): void

      Parameters

      • value: ImageProcessingConfiguration

      Returns void

    • get isFrozen(): boolean

      Specifies if updates for the material been locked

      Returns boolean

    • get isPrePassCapable(): boolean

      Can this material render to prepass

      Returns boolean

    • get isVertexOutputInvariant(): boolean

      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.

      Returns boolean

    • set isVertexOutputInvariant(value: boolean): void

      Parameters

      • value: boolean

      Returns void

    • get needDepthPrePass(): boolean

      Gets the depth pre-pass value

      Returns boolean

    • set needDepthPrePass(value: boolean): void

      Sets the need depth pre-pass value

      Parameters

      • value: boolean

      Returns void

    • set onBind(callback: (Mesh: AbstractMesh) => void): void

      Called during a bind event

      Parameters

      • callback: (Mesh: AbstractMesh) => void

      Returns void

    • get onBindObservable(): Observable<AbstractMesh>

      An event triggered when the material is bound

      Returns Observable<AbstractMesh>

    • set onDispose(callback: () => void): void

      Called during a dispose event

      Parameters

      • callback: () => void

      Returns void

    • get onEffectCreatedObservable(): Observable<
          { effect: Effect; subMesh: SubMesh },
      >

      An event triggered when the effect is (re)created

      Returns Observable<{ effect: Effect; subMesh: SubMesh }>

    • get onUnBindObservable(): Observable<Material>

      An event triggered when the material is unbound

      Returns Observable<Material>

    • get pointsCloud(): boolean

      Gets the value specifying if point clouds are enabled

      Returns boolean

    • set pointsCloud(value: boolean): void

      Sets the state of point cloud mode

      Parameters

      • value: boolean

      Returns void

    • get shaderLanguage(): ShaderLanguage

      Gets the shader language used in this material.

      Returns ShaderLanguage

    • get transparencyMode(): number

      Gets the current transparency mode.

      Returns number

    • set transparencyMode(value: number): void

      Sets the transparency mode of the material.

      Value Type Description
      0 OPAQUE
      1 ALPHATEST
      2 ALPHABLEND
      3 ALPHATESTANDBLEND

      Parameters

      • value: number

      Returns void

    • get useLogarithmicDepth(): boolean

      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.

      Returns boolean

    • set useLogarithmicDepth(value: boolean): void

      Parameters

      • value: boolean

      Returns void

    • get useVertexPulling(): boolean

      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).

      Returns boolean

    • set useVertexPulling(value: boolean): void

      Parameters

      • value: boolean

      Returns void

    • get wireframe(): boolean

      Returns boolean

    • set wireframe(value: boolean): void

      Sets the state of wireframe mode

      Parameters

      • value: boolean

      Returns void

    • get AmbientTextureEnabled(): boolean

      Are ambient textures enabled in the application.

      Returns boolean

    • set AmbientTextureEnabled(value: boolean): void

      Parameters

      • value: boolean

      Returns void

    • get BumpTextureEnabled(): boolean

      Are bump textures enabled in the application.

      Returns boolean

    • set BumpTextureEnabled(value: boolean): void

      Parameters

      • value: boolean

      Returns void

    • get ColorGradingTextureEnabled(): boolean

      Are color grading textures enabled in the application.

      Returns boolean

    • set ColorGradingTextureEnabled(value: boolean): void

      Parameters

      • value: boolean

      Returns void

    • get DetailTextureEnabled(): boolean

      Are detail textures enabled in the application.

      Returns boolean

    • set DetailTextureEnabled(value: boolean): void

      Parameters

      • value: boolean

      Returns void

    • get DiffuseTextureEnabled(): boolean

      Are diffuse textures enabled in the application.

      Returns boolean

    • set DiffuseTextureEnabled(value: boolean): void

      Parameters

      • value: boolean

      Returns void

    • get EmissiveTextureEnabled(): boolean

      Are emissive textures enabled in the application.

      Returns boolean

    • set EmissiveTextureEnabled(value: boolean): void

      Parameters

      • value: boolean

      Returns void

    • get FresnelEnabled(): boolean

      Are fresnels enabled in the application.

      Returns boolean

    • set FresnelEnabled(value: boolean): void

      Parameters

      • value: boolean

      Returns void

    • get LightmapTextureEnabled(): boolean

      Are lightmap textures enabled in the application.

      Returns boolean

    • set LightmapTextureEnabled(value: boolean): void

      Parameters

      • value: boolean

      Returns void

    • get OpacityTextureEnabled(): boolean

      Are opacity textures enabled in the application.

      Returns boolean

    • set OpacityTextureEnabled(value: boolean): void

      Parameters

      • value: boolean

      Returns void

    • get ReflectionTextureEnabled(): boolean

      Are reflection textures enabled in the application.

      Returns boolean

    • set ReflectionTextureEnabled(value: boolean): void

      Parameters

      • value: boolean

      Returns void

    • get RefractionTextureEnabled(): boolean

      Are refraction textures enabled in the application.

      Returns boolean

    • set RefractionTextureEnabled(value: boolean): void

      Parameters

      • value: boolean

      Returns void

    • get SpecularTextureEnabled(): boolean

      Are specular textures enabled in the application.

      Returns boolean

    • set SpecularTextureEnabled(value: boolean): void

      Parameters

      • value: boolean

      Returns void

    Methods

    • Processes to execute after binding the material to a mesh

      Parameters

      • Optionalmesh: AbstractMesh

        defines the rendered mesh

      • Optionaleffect: Effect

        defines the effect used to bind the material

      • OptionalsubMesh: SubMesh

      Returns void

    • Parameters

      • configuration: ImageProcessingConfiguration

      Returns void

    • Returns void

    • Parameters

      • targetMaterial: Material
      • rootUrl: string

      Returns void

    • Returns boolean

      whether or not there is a usable alpha channel for transparency.

    • Parameters

      • subMesh: SubMesh

      Returns boolean

    • Indicates that we need to re-calculated for all submeshes

      Returns void

    • Indicates that attributes need to be re-calculated for all submeshes

      Returns void

    • Marks all submeshes of a material to indicate that their material defines need to be re-calculated

      Parameters

      • func: (defines: MaterialDefines) => void

        defines a function which checks material defines against the submeshes

      Returns void

    • Indicates that fresnel and misc need to be re-calculated for all submeshes

      Returns void

    • Indicates that fresnel needs to be re-calculated for all submeshes

      Returns void

    • Indicates that image processing needs to be re-calculated for all submeshes

      Returns void

    • Indicates that lights need to be re-calculated for all submeshes

      Returns void

    • Indicates that misc needs to be re-calculated for all submeshes

      Returns void

    • Indicates that prepass needs to be re-calculated for all submeshes

      Returns void

    • Indicates that textures and misc need to be re-calculated for all submeshes

      Returns void

    • Indicates that textures need to be re-calculated for all submeshes

      Returns void

    • Indicates that the scene should check if the rendering now needs a prepass

      Returns void

    • Parameters

      • scene: Scene
      • effect: Effect
      • subMesh: SubMesh
      • Optionalvisibility: number

      Returns boolean

    • Parameters

      • serializationObject: any

      Returns void

    • Returns boolean

      whether or not the alpha value of the diffuse 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.

      Parameters

      • callback: (material: this) => void

        the callback to be executed that will update the material

      Returns void

    • Binds the material to the mesh

      Parameters

      • world: Matrix

        defines the world transformation matrix

      • Optionalmesh: Mesh

        defines the mesh to bind the material to

      Returns void

    • Binds the view matrix to the effect

      Parameters

      • effect: Effect

        defines the effect to bind the view matrix to

      • OptionalvariableName: string

        name of the shader variable that will hold the eye position

      Returns void

    • Binds the submesh to this material by preparing the effect and shader to draw

      Parameters

      • world: Matrix

        defines the world transformation matrix

      • mesh: Mesh

        defines the mesh containing the submesh

      • subMesh: SubMesh

        defines the submesh to bind the material to

      Returns void

    • Binds the given normal matrix to the active effect

      Parameters

      • normalMatrix: Matrix

        the matrix to bind

      Returns void

    • Binds the given world matrix to the active effect

      Parameters

      • world: Matrix

        the matrix to bind

      Returns void

    • Binds the view matrix to the effect

      Parameters

      • effect: Effect

        defines the effect to bind the view matrix to

      Returns void

    • Binds the view projection and projection matrices to the effect

      Parameters

      • effect: Effect

        defines the effect to bind the view projection and projection matrices to

      Returns void

    • Builds the material UBO layouts. Used internally during the effect preparation.

      Returns void

    • Makes a duplicate of the material, and gives it a new name

      Parameters

      • name: string

        defines the new name for the duplicated material

      • OptionalcloneTexturesOnlyOnce: boolean

        if 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: string

        defines the root URL to use to load textures

      Returns StandardMaterial

      the cloned material

    • Disposes the material

      Parameters

      • OptionalforceDisposeEffect: boolean

        specifies if effects should be forcefully disposed

      • OptionalforceDisposeTextures: boolean

        specifies if textures should be forcefully disposed

      Returns void

    • Force shader compilation

      Parameters

      • mesh: AbstractMesh

        defines the mesh associated with this material

      • OptionalonCompiled: (material: Material) => void

        defines a function to execute once the material is compiled

      • Optionaloptions: Partial<IMaterialCompilationOptions>

        defines the options to configure the compilation

      • OptionalonError: (reason: string) => void

        defines a function to execute if the material fails compiling

      Returns void

    • Force shader compilation

      Parameters

      • mesh: AbstractMesh

        defines the mesh that will use this material

      • Optionaloptions: Partial<IMaterialCompilationOptions>

        defines additional options for compiling the shaders

      Returns Promise<void>

      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 void

    • Gets the active textures from the material

      Returns BaseTexture[]

      an array of textures

    • Get the texture used for alpha test purpose.

      Returns BaseTexture

      the diffuse texture in case of the standard material.

    • Get the list of animatables in the material.

      Returns IAnimatable[]

      the list of animatables object used in the material

    • Gets the meshes bound to the material

      Returns AbstractMesh[]

      an array of meshes bound to the material

    • Gets the current class name of the material e.g. "StandardMaterial" Mainly use in serialization.

      Returns string

      the class name

    • Returns the material effect

      Returns Effect

      the effect associated with the material

    • Returns the current scene

      Returns Scene

      a Scene

    • Specifies if the material uses a texture

      Parameters

      • texture: BaseTexture

        defines the texture to check against the material

      Returns boolean

      a boolean specifying if the material uses the texture

    • Specifies if the material is ready to be used

      Parameters

      • Optionalmesh: AbstractMesh

        defines the mesh to check

      • OptionaluseInstances: boolean

        specifies if instances should be used

      Returns boolean

      a boolean indicating if the material is ready to be used

    • Get if the submesh is ready to be used and all its information available. Child classes can use it to update shaders

      Parameters

      • mesh: AbstractMesh

        defines the mesh to check

      • subMesh: SubMesh

        defines which submesh to check

      • OptionaluseInstances: boolean

        specifies that instances should be used

      Returns boolean

      a boolean indicating that the submesh is ready or not

    • Marks a define in the material to indicate that it needs to be re-computed

      Parameters

      • flag: number

        defines a flag used to determine which parts of the material have to be marked as dirty

      Returns void

    • Marks the material to indicate that it needs to be re-calculated

      Parameters

      • OptionalforceMaterialDirty: boolean

        Forces 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.

      Returns void

    • Specifies if the material will require alpha blending

      Returns boolean

      a boolean specifying if alpha blending is needed

    • Specifies if the mesh will require alpha blending

      Parameters

      • mesh: AbstractMesh

        defines the mesh to check

      Returns boolean

      a boolean specifying if alpha blending is needed for the mesh

    • Specifies if this material should be rendered in alpha test mode

      Returns boolean

      a boolean specifying if an alpha test is needed.

    • Specifies if material alpha testing should be turned on for the mesh

      Parameters

      • mesh: AbstractMesh

        defines the mesh to check

      Returns boolean

      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

      Returns void

    • Serializes this material

      Returns any

      the serialized material object

    • Sets the value of the alpha mode for a specific target index.

      Parameters

      • value: number

        The alpha mode value to set.

      • OptionaltargetIndex: number

        The index of the target to set the alpha mode for. Defaults to 0.

      Returns void

    • Sets the required values to the prepass renderer.

      Parameters

      • prePassRenderer: PrePassRenderer

        defines the prepass renderer to setup.

      Returns boolean

      true if the pre pass is needed.

    • Returns a string representation of the current material

      Parameters

      • OptionalfullDetails: boolean

        defines a boolean indicating which levels of logging is desired

      Returns string

      a string with material information

    • Unbinds the material from the mesh

      Returns void

    • Unlocks updates for the material

      Returns void

    • Parameters

      • serializationObject: any
      • material: Material
      • scene: Scene
      • rootUrl: string

      Returns void

    • Creates a standard material from parsed material data

      Parameters

      • source: any

        defines the JSON representation of the material

      • scene: Scene

        defines the hosting scene

      • rootUrl: string

        defines the root URL to use to load textures and relative dependencies

      Returns StandardMaterial

      a new standard material

    • Parses the alpha mode from the material data to parse

      Parameters

      • parsedMaterial: any

        defines the material data to parse

      • material: Material

        defines the material to update

      Returns void