The Physically based material base class of BJS.
This offers the main features of a standard PBR material. For more information, please refer to the documentation : http://doc.babylonjs.com/extensions/Physically_Based_Rendering
Gets the alpha value of the material
Gets the value of the alpha mode
Stores the animations for the material
Gets the back-face culling state
Specifies if the ready state should be checked on each call
Specifies if the ready state should be checked once
Specifies if depth writing should be disabled
Specifies if the material should be serialized
Sets the material fill mode
Gets the value of the fog enabled state
Specifies if depth writing should be forced
Callback triggered to get the render target textures
Gets a boolean indicating that current material needs to register RTT
The ID of the material
Specifies if updates for the material been locked
The name of the material
Gets the depth pre-pass value
Called during a bind event
An event triggered when the material is bound
Callback triggered when the material is compiled
Called during a dispose event
An event triggered when the material is disposed
Callback triggered when an error occurs
An event triggered when the material is unbound
Stores the size of points
Sets the state of point cloud mode
Specifies if there should be a separate pass for culling
Stores the value for side orientation
The state of the material
Specifies if the effect should be stored on sub meshes
Sets the transparency mode of the material.
Gets or sets the unique id of the material
Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
Sets the state of wireframe mode
Stores the z offset value
The all dirty flag value
The dirty attribute flag value
Returns the clock-wise side orientation
Returns the counter clock-wise side orientation
The dirty fresnel flag value
PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document to enhance interoperability with other engines.
PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
PBRMaterialLightFalloff Standard: light is falling off like in the standard material to enhance interoperability with other materials.
The dirty light flag value
Returns the line list draw mode
Returns the line loop draw mode
Returns the line strip draw mode
The dirty misc flag value
Returns the point fill mode
Returns the point list draw mode
The dirty texture flag value
Returns the triangle fan draw mode
Returns the triangle fill mode
Returns the triangle strip draw mode
Returns the wireframe mode
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 matrix to the effect
defines the effect to bind the view projection matrix to
Initializes the uniform buffer layout for the shader.
Disposes the resources of the material.
Forces the disposal of effects.
Forces the disposal of all textures.
Force shader compilation
defines the mesh that will use this material
defines additional options for compiling the shaders
a promise that resolves when the compilation completes
Locks updates for the material
Gets the active textures from the material
an array of textures
Gets the texture used for the alpha test.
Returns the animatable textures.
Gets the meshes bound to the material
an array of meshes bound to the material
Gets the name of the material class.
Returns the current scene
Specifies if the material uses a texture
defines the texture to check against the material
a boolean specifying if the material uses the texture
Specifies if the material uses metallic roughness workflow.
boolean specifiying if the material uses metallic roughness workflow.
Specifies that the submesh is ready to be used.
A submesh of the BJS mesh. Used to check if it is ready.
Specifies 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
Specifies whether or not this material should be rendered in alpha blend mode.
Specifies if the mesh will require alpha blending.
Specifies whether or not this material should be rendered in alpha test mode.
Serializes this material
the serialized material object
Returns a string representation of the current material
defines a boolean indicating which levels of logging is desired
a string with material information
Unbinds the textures.
Unlocks updates for the material
Creates a material from parsed material data
defines parsed material data
defines the hosting scene
defines the root URL to use to load textures
a new material
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