PBRBaseSimpleMaterial

The Physically based simple base material of BJS.

This enables better naming and convention enforcements on top of the pbrMaterial. It is used as the base class for both the specGloss and metalRough conventions.

Hierarchy

Implements

Index

Constructors

Properties

Methods

Constructors

constructor

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Properties

alpha

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alpha: number

Gets the alpha value of the material

alphaCutOff

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alphaCutOff: number

Defines the alpha limits in alpha test mode.

alphaMode

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alphaMode: number

Gets the value of the alpha mode

animations

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animations: Array<Animation>

Stores the animations for the material

backFaceCulling

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backFaceCulling: boolean

Gets the back-face culling state

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

disableDepthWrite

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disableDepthWrite: boolean

Specifies if depth writing should be disabled

disableLighting

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disableLighting: boolean

If sets to true, disables all the lights affecting the material.

doNotSerialize

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doNotSerialize: boolean

Specifies if the material should be serialized

doubleSided

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doubleSided: boolean

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

emissiveColor

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emissiveColor: Color3

Emissivie color used to self-illuminate the model.

emissiveTexture

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emissiveTexture: BaseTexture

Emissivie texture used to self-illuminate the model.

environmentTexture

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environmentTexture: BaseTexture

Environment Texture used in the material (this is use for both reflection and environment lighting).

fillMode

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fillMode: number

Sets the material fill mode

fogEnabled

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fogEnabled: boolean

Gets the value of the fog enabled state

forceDepthWrite

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forceDepthWrite: boolean

Specifies if depth writing should be forced

getRenderTargetTextures

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getRenderTargetTextures: function

Callback triggered to get the render target textures

hasRenderTargetTextures

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hasRenderTargetTextures: boolean

Gets a boolean indicating that current material needs to register RTT

id

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id: string

The ID of the material

invertNormalMapX

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invertNormalMapX: boolean

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

invertNormalMapY

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invertNormalMapY: boolean

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

isFrozen

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isFrozen: boolean

Specifies if updates for the material been locked

lightmapTexture

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lightmapTexture: BaseTexture

Stores the pre-calculated light information of a mesh in a texture.

maxSimultaneousLights

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maxSimultaneousLights: number

Number of Simultaneous lights allowed on the material.

name

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name: string

The name of the material

needDepthPrePass

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needDepthPrePass: boolean

Gets the depth pre-pass value

normalTexture

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normalTexture: BaseTexture

Normal map used in the model.

occlusionStrength

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occlusionStrength: number

Occlusion Channel Strenght.

occlusionTexture

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occlusionTexture: BaseTexture

Occlusion Texture of the material (adding extra occlusion effects).

onBind

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onBind: function

Called during a bind event

Type declaration

onBindObservable

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onBindObservable: Observable<AbstractMesh>

An event triggered when the material is bound

onCompiled

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onCompiled: function

Callback triggered when the material is compiled

Type declaration

    • Parameters

      Returns void

onDispose

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onDispose: function

Called during a dispose event

Type declaration

    • (): void
    • Returns void

onDisposeObservable

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onDisposeObservable: Observable<Material>

An event triggered when the material is disposed

onError

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onError: function

Callback triggered when an error occurs

Type declaration

    • (effect: Effect, errors: string): void
    • Parameters

      • effect: Effect
      • errors: string

      Returns void

onUnBindObservable

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onUnBindObservable: Observable<Material>

An event triggered when the material is unbound

pointSize

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pointSize: number

Stores the size of points

pointsCloud

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pointsCloud: boolean

Sets the state of point cloud mode

separateCullingPass

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separateCullingPass: boolean

Specifies if there should be a separate pass for culling

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

storeEffectOnSubMeshes

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storeEffectOnSubMeshes: boolean

Specifies if the effect should be stored on sub meshes

transparencyMode

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transparencyMode: Nullable<number>

Sets the transparency mode of the material.

Value Type Description
0 OPAQUE
1 ALPHATEST
2 ALPHABLEND
3 ALPHATESTANDBLEND

uniqueId

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uniqueId: number

Gets or sets the unique id of the material

useLightmapAsShadowmap

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useLightmapAsShadowmap: boolean

If true, the light map contains occlusion information instead of lighting info.

useLogarithmicDepth

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useLogarithmicDepth: boolean

Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.

wireframe

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wireframe: boolean

Sets the state of wireframe mode

zOffset

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zOffset: number

Stores the z offset value

Static AllDirtyFlag

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AllDirtyFlag: number

The all dirty flag value

Static AttributesDirtyFlag

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AttributesDirtyFlag: number

The dirty attribute flag value

Static ClockWiseSideOrientation

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ClockWiseSideOrientation: number

Returns the clock-wise side orientation

Static CounterClockWiseSideOrientation

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CounterClockWiseSideOrientation: number

Returns the counter clock-wise side orientation

Static FresnelDirtyFlag

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FresnelDirtyFlag: number

The dirty fresnel flag value

Static LIGHTFALLOFF_GLTF

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LIGHTFALLOFF_GLTF: number

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

Static LIGHTFALLOFF_PHYSICAL

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LIGHTFALLOFF_PHYSICAL: number

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

Static LIGHTFALLOFF_STANDARD

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LIGHTFALLOFF_STANDARD: number

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

Static LightDirtyFlag

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LightDirtyFlag: number

The dirty light flag value

Static LineListDrawMode

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LineListDrawMode: number

Returns the line list draw mode

Static LineLoopDrawMode

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LineLoopDrawMode: number

Returns the line loop draw mode

Static LineStripDrawMode

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LineStripDrawMode: number

Returns the line strip draw mode

Static MiscDirtyFlag

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MiscDirtyFlag: number

The dirty misc flag value

Static PointFillMode

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PointFillMode: number

Returns the point fill mode

Static PointListDrawMode

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PointListDrawMode: number

Returns the point list draw mode

Static TextureDirtyFlag

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TextureDirtyFlag: number

The dirty texture flag value

Static TriangleFanDrawMode

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TriangleFanDrawMode: number

Returns the triangle fan draw mode

Static TriangleFillMode

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TriangleFillMode: number

Returns the triangle fill mode

Static TriangleStripDrawMode

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TriangleStripDrawMode: number

Returns the triangle strip draw mode

Static WireFrameFillMode

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WireFrameFillMode: number

Returns the wireframe mode

Methods

bind

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  • Parameters

    Returns void

bindForSubMesh

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bindOnlyNormalMatrix

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  • bindOnlyNormalMatrix(normalMatrix: Matrix): void
  • Binds the given normal matrix to the active effect

    Parameters

    • normalMatrix: Matrix

      the matrix to bind

    Returns void

bindOnlyWorldMatrix

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  • bindOnlyWorldMatrix(world: Matrix): void
  • Binds the given world matrix to the active effect

    Parameters

    • world: Matrix

      the matrix to bind

    Returns void

bindSceneUniformBuffer

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  • Binds the scene's uniform buffer to the effect.

    Parameters

    • effect: Effect

      defines the effect to bind to the scene uniform buffer

    • sceneUbo: UniformBuffer

      defines the uniform buffer storing scene data

    Returns void

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

buildUniformLayout

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  • buildUniformLayout(): void

clone

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

    Parameters

    • name: string

      defines the new name for the duplicated material

    Returns Nullable<Material>

    the cloned material

dispose

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  • dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void
  • Disposes the resources of the material.

    Parameters

    • Optional forceDisposeEffect: boolean

      Forces the disposal of effects.

    • Optional forceDisposeTextures: boolean

      Forces the disposal of all textures.

    Returns void

forceCompilation

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  • forceCompilation(mesh: AbstractMesh, onCompiled?: function, options?: Partial<object>): void

forceCompilationAsync

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  • forceCompilationAsync(mesh: AbstractMesh, options?: Partial<object>): Promise<void>
  • Force shader compilation

    Parameters

    • mesh: AbstractMesh

      defines the mesh that will use this material

    • Optional options: Partial<object>

      defines additional options for compiling the shaders

    Returns Promise<void>

    a promise that resolves when the compilation completes

freeze

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  • freeze(): void
  • Locks updates for the material

    Returns void

getActiveTextures

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getAlphaTestTexture

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getAnimatables

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getBindedMeshes

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getClassName

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  • getClassName(): string

getEffect

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getScene

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hasTexture

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isMetallicWorkflow

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  • isMetallicWorkflow(): boolean
  • Specifies if the material uses metallic roughness workflow.

    Returns boolean

    boolean specifiying if the material uses metallic roughness workflow.

isReady

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  • isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean
  • Parameters

    • Optional mesh: AbstractMesh
    • Optional useInstances: boolean

    Returns boolean

isReadyForSubMesh

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  • Specifies that the submesh is ready to be used.

    Parameters

    • mesh: AbstractMesh

      BJS mesh.

    • subMesh: SubMesh

      A submesh of the BJS mesh. Used to check if it is ready.

    • Optional useInstances: boolean

      Specifies that instances should be used.

    Returns boolean

    • boolean indicating that the submesh is ready or not.

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

needAlphaBlendingForMesh

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needAlphaTesting

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  • needAlphaTesting(): boolean

serialize

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  • serialize(): any
  • Serializes this material

    Returns any

    the serialized material object

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
  • Unlocks updates for the material

    Returns void

Static Parse

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  • Parse(parsedMaterial: any, scene: Scene, rootUrl: string): any
  • 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 any

    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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