The grid materials allows you to wrap any shape with a grid. Colors are customizable.
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)
Stores the animations for the material
Specifies if the ready state should be checked on each call
Specifies if the ready state should be checked once
Custom callback helping to override the default shader used in the material.
Specifies the depth function that should be used. 0 means the default engine function
Specifies if color writing should be disabled
Specifies if depth writing should be disabled
Specifies if the material should be serialized
Specifies if depth writing should be forced
Callback triggered to get the render target textures
Allows setting an offset for the grid lines.
The scale of the grid compared to unit.
The ID of the material
List of inspectable custom properties (used by the Inspector)
Color of the grid lines.
Main color of the grid (e.g. between lines)
The frequency of thicker lines.
Gets or sets user defined metadata
The visibility of minor units in the grid.
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
The grid opacity outside of the lines.
Stores the size of points
Determine RBG output is premultiplied by alpha value.
For internal use only. Please do not use.
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
Stores the value for side orientation
The state of the material
Gets or sets the unique id of the material
Stores the z offset value
The all dirty flag value
The dirty attribute flag value
Stores the clock-wise side orientation
Stores the counter clock-wise side orientation
The dirty fresnel flag value
The dirty light flag value
Returns the line list draw mode
Returns the line loop draw mode
Returns the line strip draw mode
MaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
MaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
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.
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/
The Whiteout method is used to blend normals. Details of the algorithm can be found here: https://blog.selfshadow.com/publications/blending-in-detail/
MaterialTransparencyMode: No transparency mode, Alpha channel is not use.
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
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.
Gets the back-face culling state
Sets the back-face culling state
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
Specifies if updates for the material been locked
Gets the depth pre-pass value
Sets the need depth pre-pass value
Called during a bind event
Called during a dispose event
An event triggered when the effect is (re)created
Gets the value specifying if point clouds are enabled
Sets the state of point cloud mode
If the material should be rendered to several textures with MRT extension
Gets the current transparency mode.
Sets the transparency mode of the material.
Sets the state of wireframe mode
Sets the state of 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
Dispose the material and its associated resources.
will also dispose the used effect when true
Force shader compilation
defines the mesh associated with this material
defines a function to execute once the material is compiled
defines the options to configure the compilation
defines a function to execute if the material fails compiling
Locks updates for the material
Gets the active textures from the material
an array of textures
Gets the meshes bound to the material
an array of meshes bound to the material
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
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
Returns wehter or not the grid requires alpha blending.
Specifies whether or not this material should be rendered in alpha test mode.
a boolean specifying if an alpha test is needed.
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 material from the mesh
Unlocks updates for the material
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