MultiMaterial

A multi-material is used to apply different materials to different parts of the same object without the need of separate meshes. This can be use to improve performances.

see

https://doc.babylonjs.com/how_to/multi_materials

Hierarchy

Implements

Index

Constructors

Properties

Accessors

Methods

Constructors

constructor

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Properties

allowShaderHotSwapping

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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)

animations

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animations: Nullable<Array<Animation>>

Stores the animations for the material

checkReadyOnEveryCall

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checkReadyOnEveryCall: boolean

Specifies if the ready state should be checked on each call

checkReadyOnlyOnce

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checkReadyOnlyOnce: boolean

Specifies if the ready state should be checked once

customShaderNameResolve

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customShaderNameResolve: function

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

Type declaration

depthFunction

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depthFunction: number

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

disableColorWrite

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disableColorWrite: boolean

Specifies if color writing should be disabled

disableDepthWrite

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disableDepthWrite: boolean

Specifies if depth writing should be disabled

doNotSerialize

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doNotSerialize: boolean

Specifies if the material should be serialized

forceDepthWrite

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forceDepthWrite: boolean

Specifies if depth writing should be forced

getRenderTargetTextures

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getRenderTargetTextures: Nullable<function>

Callback triggered to get the render target textures

id

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id: string

The ID of the material

inspectableCustomProperties

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inspectableCustomProperties: IInspectable[]

List of inspectable custom properties (used by the Inspector)

see

https://doc.babylonjs.com/how_to/debug_layer#extensibility

metadata

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metadata: any

Gets or sets user defined metadata

name

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name: string

The name of the material

onCompiled

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onCompiled: Nullable<function>

Callback triggered when the material is compiled

onDisposeObservable

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onDisposeObservable: Observable<Material>

An event triggered when the material is disposed

onError

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onError: Nullable<function>

Callback triggered when an error occurs

pointSize

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pointSize: number

Stores the size of points

reservedDataStore

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reservedDataStore: any

For internal use only. Please do not use.

separateCullingPass

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separateCullingPass: boolean

Specifies if there should be a separate pass for culling

shadowDepthWrapper

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shadowDepthWrapper: Nullable<ShadowDepthWrapper>

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

sideOrientation

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sideOrientation: number

Stores the value for side orientation

state

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state: string

The state of the material

uniqueId

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uniqueId: number

Gets or sets the unique id of the material

zOffset

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zOffset: number

Stores the z offset value

Static Readonly AllDirtyFlag

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AllDirtyFlag: number

The all dirty flag value

Static Readonly AttributesDirtyFlag

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AttributesDirtyFlag: number

The dirty attribute flag value

Static Readonly ClockWiseSideOrientation

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ClockWiseSideOrientation: number

Stores the clock-wise side orientation

Static Readonly CounterClockWiseSideOrientation

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CounterClockWiseSideOrientation: number

Stores the counter clock-wise side orientation

Static Readonly FresnelDirtyFlag

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FresnelDirtyFlag: number

The dirty fresnel flag value

Static Readonly LightDirtyFlag

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LightDirtyFlag: number

The dirty light flag value

Static Readonly LineListDrawMode

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LineListDrawMode: number

Returns the line list draw mode

Static Readonly LineLoopDrawMode

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LineLoopDrawMode: number

Returns the line loop draw mode

Static Readonly LineStripDrawMode

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LineStripDrawMode: number

Returns the line strip draw mode

Static Readonly MATERIAL_ALPHABLEND

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MATERIAL_ALPHABLEND: number

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

Static Readonly MATERIAL_ALPHATEST

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MATERIAL_ALPHATEST: number

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

Static Readonly MATERIAL_ALPHATESTANDBLEND

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MATERIAL_ALPHATESTANDBLEND: number

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 Readonly MATERIAL_NORMALBLENDMETHOD_RNM

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MATERIAL_NORMALBLENDMETHOD_RNM: number

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 Readonly MATERIAL_NORMALBLENDMETHOD_WHITEOUT

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MATERIAL_NORMALBLENDMETHOD_WHITEOUT: number

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 Readonly MATERIAL_OPAQUE

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MATERIAL_OPAQUE: number

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

Static Readonly MiscDirtyFlag

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MiscDirtyFlag: number

The dirty misc flag value

Static Readonly PointFillMode

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PointFillMode: number

Returns the point fill mode

Static Readonly PointListDrawMode

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PointListDrawMode: number

Returns the point list draw mode

Static Readonly TextureDirtyFlag

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TextureDirtyFlag: number

The dirty texture flag value

Static Readonly TriangleFanDrawMode

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TriangleFanDrawMode: number

Returns the triangle fan draw mode

Static Readonly TriangleFillMode

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TriangleFillMode: number

Returns the triangle fill mode

Static Readonly TriangleStripDrawMode

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TriangleStripDrawMode: number

Returns the triangle strip draw mode

Static Readonly WireFrameFillMode

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WireFrameFillMode: number

Returns the wireframe mode

Accessors

alpha

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  • get alpha(): number
  • set alpha(value: number): any
  • Gets the alpha value of the material

    Returns number

  • Sets the alpha value of the material

    Parameters

    • value: number

    Returns any

alphaMode

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  • get alphaMode(): number
  • set alphaMode(value: number): any
  • Gets the value of the alpha mode

    Value Type Description
    0 ALPHA_DISABLE
    1 ALPHA_ADD
    2 ALPHA_COMBINE
    3 ALPHA_SUBTRACT
    4 ALPHA_MULTIPLY
    5 ALPHA_MAXIMIZED
    6 ALPHA_ONEONE
    7 ALPHA_PREMULTIPLIED
    8 ALPHA_PREMULTIPLIED_PORTERDUFF
    9 ALPHA_INTERPOLATE
    10 ALPHA_SCREENMODE

    Returns number

  • Sets the value of the alpha mode.

    Value Type Description
    0 ALPHA_DISABLE
    1 ALPHA_ADD
    2 ALPHA_COMBINE
    3 ALPHA_SUBTRACT
    4 ALPHA_MULTIPLY
    5 ALPHA_MAXIMIZED
    6 ALPHA_ONEONE
    7 ALPHA_PREMULTIPLIED
    8 ALPHA_PREMULTIPLIED_PORTERDUFF
    9 ALPHA_INTERPOLATE
    10 ALPHA_SCREENMODE

    Parameters

    • value: number

    Returns any

backFaceCulling

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  • get backFaceCulling(): boolean
  • set backFaceCulling(value: boolean): any

canRenderToMRT

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  • get canRenderToMRT(): boolean

fillMode

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  • get fillMode(): number
  • set fillMode(value: number): any

fogEnabled

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  • get fogEnabled(): boolean
  • set fogEnabled(value: boolean): any

hasRenderTargetTextures

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  • get hasRenderTargetTextures(): boolean

isFrozen

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  • get isFrozen(): boolean

needDepthPrePass

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  • get needDepthPrePass(): boolean
  • set needDepthPrePass(value: boolean): any

onBind

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  • set onBind(callback: function): any

onBindObservable

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onDispose

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  • set onDispose(callback: function): any
  • Called during a dispose event

    Parameters

    • callback: function
        • (): void
        • Returns void

    Returns any

onEffectCreatedObservable

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  • get onEffectCreatedObservable(): Observable<object>

onUnBindObservable

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pointsCloud

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  • get pointsCloud(): boolean
  • set pointsCloud(value: boolean): any

subMaterials

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  • Gets or Sets the list of Materials used within the multi material. They need to be ordered according to the submeshes order in the associated mesh

    Returns Nullable<Material>[]

  • Gets or Sets the list of Materials used within the multi material. They need to be ordered according to the submeshes order in the associated mesh

    Parameters

    Returns any

transparencyMode

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  • get transparencyMode(): Nullable<number>
  • set transparencyMode(value: Nullable<number>): any
  • Gets the current transparency mode.

    Value Type Description
    0 OPAQUE
    1 ALPHATEST
    2 ALPHABLEND
    3 ALPHATESTANDBLEND

    Returns Nullable<number>

  • Sets the transparency mode of the material.

    Value Type Description
    0 OPAQUE
    1 ALPHATEST
    2 ALPHABLEND
    3 ALPHATESTANDBLEND

    Parameters

    Returns any

wireframe

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  • get wireframe(): boolean
  • set wireframe(value: boolean): any

Methods

bind

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  • Binds the material to the mesh

    Parameters

    • world: Matrix

      defines the world transformation matrix

    • Optional mesh: Mesh

      defines the mesh to bind the material to

    Returns void

bindForSubMesh

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  • Binds the submesh to the material

    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

bindOnlyWorldMatrix

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  • bindOnlyWorldMatrix(world: Matrix): void

bindSceneUniformBuffer

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bindView

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  • bindView(effect: Effect): void
  • Binds the view matrix to the effect

    Parameters

    • effect: Effect

      defines the effect to bind the view matrix to

    Returns void

bindViewProjection

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  • bindViewProjection(effect: Effect): void
  • Binds the view projection matrix to the effect

    Parameters

    • effect: Effect

      defines the effect to bind the view projection matrix to

    Returns void

clone

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  • Clones the current material and its related sub materials

    Parameters

    • name: string

      Define the name of the newly cloned material

    • Optional cloneChildren: boolean

      Define if submaterial will be cloned or shared with the parent instance

    Returns MultiMaterial

    the cloned material

dispose

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  • dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void
  • Dispose the material and release its associated resources

    Parameters

    • Optional forceDisposeEffect: boolean

      Define if we want to force disposing the associated effect (if false the shader is not released and could be reuse later on)

    • Optional forceDisposeTextures: boolean

      Define if we want to force disposing the associated textures (if false, they will not be disposed and can still be use elsewhere in the app)

    • Optional forceDisposeChildren: boolean

      Define if we want to force disposing the associated submaterials (if false, they will not be disposed and can still be use elsewhere in the app)

    Returns void

forceCompilation

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  • Force shader compilation

    Parameters

    • mesh: AbstractMesh

      defines the mesh associated with this material

    • Optional onCompiled: function

      defines a function to execute once the material is compiled

    • Optional options: Partial<IMaterialCompilationOptions>

      defines the options to configure the compilation

    • Optional onError: function

      defines a function to execute if the material fails compiling

        • (reason: string): void
        • Parameters

          • reason: string

          Returns void

    Returns void

forceCompilationAsync

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freeze

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  • freeze(): void

getActiveTextures

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  • Get the list of active textures for the whole sub materials list.

    Returns BaseTexture[]

    All the textures that will be used during the rendering

getAlphaTestTexture

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getBindedMeshes

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getChildren

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  • Function used to align with Node.getChildren()

    Returns Nullable<Material>[]

    the list of Materials used within the multi material

getClassName

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  • getClassName(): string
  • Gets the current class name of the material e.g. "MultiMaterial" Mainly use in serialization.

    Returns string

    the class name

getEffect

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getScene

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getSubMaterial

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  • Get one of the submaterial by its index in the submaterials array

    Parameters

    • index: number

      The index to look the sub material at

    Returns Nullable<Material>

    The Material if the index has been defined

hasTexture

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  • 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

isReady

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  • isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean
  • Specifies if the material is ready to be used

    Parameters

    • Optional mesh: AbstractMesh

      defines the mesh to check

    • Optional useInstances: boolean

      specifies if instances should be used

    Returns boolean

    a boolean indicating if the material is ready to be used

isReadyForSubMesh

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  • Checks if the material is ready to render the requested sub mesh

    Parameters

    • mesh: AbstractMesh

      Define the mesh the submesh belongs to

    • subMesh: SubMesh

      Define the sub mesh to look readyness for

    • Optional useInstances: boolean

      Define whether or not the material is used with instances

    Returns boolean

    true if ready, otherwise false

markAsDirty

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  • markAsDirty(flag: number): void
  • 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

markDirty

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  • markDirty(): void
  • Marks the material to indicate that it needs to be re-calculated

    Returns void

needAlphaBlending

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  • needAlphaBlending(): boolean
  • Specifies whether or not this material should be rendered in alpha blend mode.

    Returns boolean

    a boolean specifying if alpha blending is needed

needAlphaBlendingForMesh

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needAlphaTesting

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  • needAlphaTesting(): boolean
  • Specifies whether or not this material should be rendered in alpha test mode.

    Returns boolean

    a boolean specifying if an alpha test is needed.

serialize

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  • serialize(): any
  • Serializes the materials into a JSON representation.

    Returns any

    the JSON representation

setPrePassRenderer

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toString

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  • toString(fullDetails?: boolean): string
  • Returns a string representation of the current material

    Parameters

    • Optional fullDetails: boolean

      defines a boolean indicating which levels of logging is desired

    Returns string

    a string with material information

unbind

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  • unbind(): void

unfreeze

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  • unfreeze(): void

Static Parse

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  • Creates a material from parsed material data

    Parameters

    • parsedMaterial: any

      defines parsed material data

    • scene: Scene

      defines the hosting scene

    • rootUrl: string

      defines the root URL to use to load textures

    Returns Nullable<Material>

    a new material

Static ParseMultiMaterial

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  • Creates a MultiMaterial from parsed MultiMaterial data.

    Parameters

    • parsedMultiMaterial: any

      defines parsed MultiMaterial data.

    • scene: Scene

      defines the hosting scene

    Returns MultiMaterial

    a new MultiMaterial

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