PBRMaterial

The Physically based material 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

Hierarchy

Implements

Index

Constructors

Properties

Methods

Constructors

constructor

Find examples in Playground

Properties

albedoColor

Find examples in Playground
albedoColor: Color3

AKA Diffuse Color in other nomenclature.

albedoTexture

Find examples in Playground
albedoTexture: BaseTexture

AKA Diffuse Texture in standard nomenclature.

allowShaderHotSwapping

Find examples in Playground
allowShaderHotSwapping: boolean

Gets or sets a boolean indicating that the material is allowed 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)

alpha

Find examples in Playground
alpha: number

Gets the alpha value of the material

alphaCutOff

Find examples in Playground
alphaCutOff: number

Defines the alpha limits in alpha test mode.

alphaMode

Find examples in Playground
alphaMode: number

Gets the value of the alpha mode

ambientColor

Find examples in Playground
ambientColor: Color3

The color of a material in ambient lighting.

ambientTexture

Find examples in Playground
ambientTexture: BaseTexture

AKA Occlusion Texture in other nomenclature.

ambientTextureImpactOnAnalyticalLights

Find examples in Playground
ambientTextureImpactOnAnalyticalLights: number

Defines how much the AO map is occluding the analytical lights (point spot...). 1 means it completely occludes it 0 mean it has no impact

ambientTextureStrength

Find examples in Playground
ambientTextureStrength: number

AKA Occlusion Texture Intensity in other nomenclature.

animations

Find examples in Playground
animations: Array<Animation>

Stores the animations for the material

backFaceCulling

Find examples in Playground
backFaceCulling: boolean

Gets the back-face culling state

bumpTexture

Find examples in Playground
bumpTexture: BaseTexture

Stores surface normal data used to displace a mesh in a texture.

cameraColorCurves

Find examples in Playground
cameraColorCurves: Nullable<ColorCurves>

The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT). They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects. These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image; corresponding to low luminance, medium luminance, and high luminance areas respectively.

cameraColorCurvesEnabled

Find examples in Playground
cameraColorCurvesEnabled: boolean

Sets wether the color curves effect is enabled.

cameraColorGradingEnabled

Find examples in Playground
cameraColorGradingEnabled: boolean

Gets wether the color grading effect is enabled.

cameraColorGradingTexture

Find examples in Playground
cameraColorGradingTexture: Nullable<BaseTexture>

Sets the Color Grading 2D Lookup Texture.

cameraContrast

Find examples in Playground
cameraContrast: number

Sets The camera contrast used on this material.

cameraExposure

Find examples in Playground
cameraExposure: number

The camera exposure used on this material. This property is here and not in the camera to allow controlling exposure without full screen post process. This corresponds to a photographic exposure.

cameraToneMappingEnabled

Find examples in Playground
cameraToneMappingEnabled: boolean

Sets wether tonemapping is enabled or not

checkReadyOnEveryCall

Find examples in Playground
checkReadyOnEveryCall: boolean

Specifies if the ready state should be checked on each call

checkReadyOnlyOnce

Find examples in Playground
checkReadyOnlyOnce: boolean

Specifies if the ready state should be checked once

directIntensity

Find examples in Playground
directIntensity: number

Intensity of the direct lights e.g. the four lights available in your scene. This impacts both the direct diffuse and specular highlights.

disableBumpMap

Find examples in Playground
disableBumpMap: boolean

Debug Control allowing disabling the bump map on this material.

disableDepthWrite

Find examples in Playground
disableDepthWrite: boolean

Specifies if depth writing should be disabled

disableLighting

Find examples in Playground
disableLighting: boolean

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

doNotSerialize

Find examples in Playground
doNotSerialize: boolean

Specifies if the material should be serialized

emissiveColor

Find examples in Playground
emissiveColor: Color3

The color emitted from the material.

emissiveIntensity

Find examples in Playground
emissiveIntensity: number

Intensity of the emissive part of the material. This helps controlling the emissive effect without modifying the emissive color.

emissiveTexture

Find examples in Playground
emissiveTexture: BaseTexture

Stores the emissive values in a texture.

enableSpecularAntiAliasing

Find examples in Playground
enableSpecularAntiAliasing: boolean

Enables specular anti aliasing in the PBR shader. It will both interacts on the Geometry for analytical and IBL lighting. It also prefilter the roughness map based on the bump values.

environmentBRDFTexture

Find examples in Playground
environmentBRDFTexture: Nullable<BaseTexture>

A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested. And/Or occlude the blended part.

environmentIntensity

Find examples in Playground
environmentIntensity: number

Intensity of the environment e.g. how much the environment will light the object either through harmonics for rough material or through the refelction for shiny ones.

fillMode

Find examples in Playground
fillMode: number

Sets the material fill mode

fogEnabled

Find examples in Playground
fogEnabled: boolean

Gets the value of the fog enabled state

forceAlphaTest

Find examples in Playground
forceAlphaTest: boolean

Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.

forceDepthWrite

Find examples in Playground
forceDepthWrite: boolean

Specifies if depth writing should be forced

forceIrradianceInFragment

Find examples in Playground
forceIrradianceInFragment: boolean

Force the shader to compute irradiance in the fragment shader in order to take bump in account.

forceNormalForward

Find examples in Playground
forceNormalForward: boolean

Force normal to face away from face.

getRenderTargetTextures

Find examples in Playground
getRenderTargetTextures: function

Callback triggered to get the render target textures

hasRenderTargetTextures

Find examples in Playground
hasRenderTargetTextures: boolean

Gets a boolean indicating that current material needs to register RTT

id

Find examples in Playground
id: string

The ID of the material

imageProcessingConfiguration

Find examples in Playground
imageProcessingConfiguration: ImageProcessingConfiguration

Sets the Default image processing configuration used either in the this material.

If sets to null, the scene one is in use.

indexOfRefraction

Find examples in Playground
indexOfRefraction: number

source material index of refraction (IOR)' / 'destination material IOR.

invertNormalMapX

Find examples in Playground
invertNormalMapX: boolean

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

invertNormalMapY

Find examples in Playground
invertNormalMapY: boolean

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

invertRefractionY

Find examples in Playground
invertRefractionY: boolean

Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.

isFrozen

Find examples in Playground
isFrozen: boolean

Specifies if updates for the material been locked

lightmapTexture

Find examples in Playground
lightmapTexture: BaseTexture

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

linkRefractionWithTransparency

Find examples in Playground
linkRefractionWithTransparency: boolean

This parameters will make the material used its opacity to control how much it is refracting aginst not. Materials half opaque for instance using refraction could benefit from this control.

maxSimultaneousLights

Find examples in Playground
maxSimultaneousLights: number

Number of Simultaneous lights allowed on the material.

metadata

Find examples in Playground
metadata: any

Gets or sets user defined metadata

metallic

Find examples in Playground
metallic: Nullable<number>

Specifies the metallic scalar of the metallic/roughness workflow. Can also be used to scale the metalness values of the metallic texture.

metallicTexture

Find examples in Playground
metallicTexture: BaseTexture

Used to switch from specular/glossiness to metallic/roughness workflow.

microSurface

Find examples in Playground
microSurface: number

AKA Glossiness in other nomenclature.

microSurfaceTexture

Find examples in Playground
microSurfaceTexture: BaseTexture

Used to enable roughness/glossiness fetch from a separate channel depending on the current mode. Gray Scale represents roughness in metallic mode and glossiness in specular mode.

name

Find examples in Playground
name: string

The name of the material

needDepthPrePass

Find examples in Playground
needDepthPrePass: boolean

Gets the depth pre-pass value

onBind

Find examples in Playground
onBind: function

Called during a bind event

Type declaration

onBindObservable

Find examples in Playground
onBindObservable: Observable<AbstractMesh>

An event triggered when the material is bound

onCompiled

Find examples in Playground
onCompiled: function

Callback triggered when the material is compiled

Type declaration

    • Parameters

      Returns void

onDispose

Find examples in Playground
onDispose: function

Called during a dispose event

Type declaration

    • (): void
    • Returns void

onDisposeObservable

Find examples in Playground
onDisposeObservable: Observable<Material>

An event triggered when the material is disposed

onError

Find examples in Playground
onError: function

Callback triggered when an error occurs

Type declaration

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

      • effect: Effect
      • errors: string

      Returns void

onUnBindObservable

Find examples in Playground
onUnBindObservable: Observable<Material>

An event triggered when the material is unbound

opacityTexture

Find examples in Playground
opacityTexture: BaseTexture

Stores the alpha values in a texture.

parallaxScaleBias

Find examples in Playground
parallaxScaleBias: number

Controls the scale bias of the parallax mode.

pointSize

Find examples in Playground
pointSize: number

Stores the size of points

pointsCloud

Find examples in Playground
pointsCloud: boolean

Sets the state of point cloud mode

reflectionColor

Find examples in Playground
reflectionColor: Color3

The color reflected from the material.

reflectionTexture

Find examples in Playground
reflectionTexture: Nullable<BaseTexture>

Stores the reflection values in a texture.

reflectivityColor

Find examples in Playground
reflectivityColor: Color3

AKA Specular Color in other nomenclature.

reflectivityTexture

Find examples in Playground
reflectivityTexture: BaseTexture

AKA Specular texture in other nomenclature.

refractionTexture

Find examples in Playground
refractionTexture: BaseTexture

Stores the refracted light information in a texture.

reservedDataStore

Find examples in Playground
reservedDataStore: any

For internal use only. Please do not use.

roughness

Find examples in Playground
roughness: Nullable<number>

Specifies the roughness scalar of the metallic/roughness workflow. Can also be used to scale the roughness values of the metallic texture.

separateCullingPass

Find examples in Playground
separateCullingPass: boolean

Specifies if there should be a separate pass for culling

sideOrientation

Find examples in Playground
sideOrientation: number

Stores the value for side orientation

specularIntensity

Find examples in Playground
specularIntensity: number

This is a special control allowing the reduction of the specular highlights coming from the four lights of the scene. Those highlights may not be needed in full environment lighting.

state

Find examples in Playground
state: string

The state of the material

transparencyMode

Find examples in Playground
transparencyMode: Nullable<number>

Sets the transparency mode of the material.

Value Type Description
0 OPAQUE
1 ALPHATEST
2 ALPHABLEND
3 ALPHATESTANDBLEND

twoSidedLighting

Find examples in Playground
twoSidedLighting: boolean

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

uniqueId

Find examples in Playground
uniqueId: number

Gets or sets the unique id of the material

unlit

Find examples in Playground
unlit: boolean

If set to true, no lighting calculations will be applied.

useAlphaFresnel

Find examples in Playground
useAlphaFresnel: boolean

A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested. And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)

useAlphaFromAlbedoTexture

Find examples in Playground
useAlphaFromAlbedoTexture: boolean

Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.

useAmbientInGrayScale

Find examples in Playground
useAmbientInGrayScale: boolean

Specifies if the ambient texture contains the ambient occlusion information in its red channel only.

useAmbientOcclusionFromMetallicTextureRed

Find examples in Playground
useAmbientOcclusionFromMetallicTextureRed: boolean

Specifies if the metallic texture contains the ambient occlusion information in its red channel.

useAutoMicroSurfaceFromReflectivityMap

Find examples in Playground
useAutoMicroSurfaceFromReflectivityMap: boolean

In case the reflectivity map does not contain the microsurface information in its alpha channel, The material will try to infer what glossiness each pixel should be.

useGLTFLightFalloff

Find examples in Playground
useGLTFLightFalloff: boolean

In order to support the falloff compatibility with gltf, a special mode has been added to reproduce the gltf light falloff.

useHorizonOcclusion

Find examples in Playground
useHorizonOcclusion: boolean

This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal makes the reflect vector face the model (under horizon).

useLightmapAsShadowmap

Find examples in Playground
useLightmapAsShadowmap: boolean

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

useLinearAlphaFresnel

Find examples in Playground
useLinearAlphaFresnel: boolean

A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested. And/Or occlude the blended part. (alpha stays linear to compute the fresnel)

useLogarithmicDepth

Find examples in Playground
useLogarithmicDepth: boolean

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

useMetallnessFromMetallicTextureBlue

Find examples in Playground
useMetallnessFromMetallicTextureBlue: boolean

Specifies if the metallic texture contains the metallness information in its blue channel.

useMicroSurfaceFromReflectivityMapAlpha

Find examples in Playground
useMicroSurfaceFromReflectivityMapAlpha: boolean

Specifies if the reflectivity texture contains the glossiness information in its alpha channel.

useObjectSpaceNormalMap

Find examples in Playground
useObjectSpaceNormalMap: boolean

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

useParallax

Find examples in Playground
useParallax: boolean

Allows using the bump map in parallax mode.

useParallaxOcclusion

Find examples in Playground
useParallaxOcclusion: boolean

Allows using the bump map in parallax occlusion mode.

usePhysicalLightFalloff

Find examples in Playground
usePhysicalLightFalloff: boolean

BJS is using an harcoded light falloff based on a manually sets up range. In PBR, one way to represents the fallof is to use the inverse squared root algorythm. This parameter can help you switch back to the BJS mode in order to create scenes using both materials.

useRadianceOcclusion

Find examples in Playground
useRadianceOcclusion: boolean

This parameters will enable/disable radiance occlusion by preventing the radiance to lit too much the area relying on ambient texture to define their ambient occlusion.

useRadianceOverAlpha

Find examples in Playground
useRadianceOverAlpha: boolean

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

useRoughnessFromMetallicTextureAlpha

Find examples in Playground
useRoughnessFromMetallicTextureAlpha: boolean

Specifies if the metallic texture contains the roughness information in its alpha channel.

useRoughnessFromMetallicTextureGreen

Find examples in Playground
useRoughnessFromMetallicTextureGreen: boolean

Specifies if the metallic texture contains the roughness information in its green channel.

useSpecularOverAlpha

Find examples in Playground
useSpecularOverAlpha: boolean

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

wireframe

Find examples in Playground
wireframe: boolean

Sets the state of wireframe mode

zOffset

Find examples in Playground
zOffset: number

Stores the z offset value

Static AllDirtyFlag

Find examples in Playground
AllDirtyFlag: number

The all dirty flag value

Static AttributesDirtyFlag

Find examples in Playground
AttributesDirtyFlag: number

The dirty attribute flag value

Static ClockWiseSideOrientation

Find examples in Playground
ClockWiseSideOrientation: number

Returns the clock-wise side orientation

Static CounterClockWiseSideOrientation

Find examples in Playground
CounterClockWiseSideOrientation: number

Returns the counter clock-wise side orientation

Static DEFAULT_AO_ON_ANALYTICAL_LIGHTS

Find examples in Playground
DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number

Defines the default value of how much AO map is occluding the analytical lights (point spot...).

Static FresnelDirtyFlag

Find examples in Playground
FresnelDirtyFlag: number

The dirty fresnel flag value

Static LIGHTFALLOFF_GLTF

Find examples in Playground
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

Find examples in Playground
LIGHTFALLOFF_PHYSICAL: number

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

Static LIGHTFALLOFF_STANDARD

Find examples in Playground
LIGHTFALLOFF_STANDARD: number

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

Static LightDirtyFlag

Find examples in Playground
LightDirtyFlag: number

The dirty light flag value

Static LineListDrawMode

Find examples in Playground
LineListDrawMode: number

Returns the line list draw mode

Static LineLoopDrawMode

Find examples in Playground
LineLoopDrawMode: number

Returns the line loop draw mode

Static LineStripDrawMode

Find examples in Playground
LineStripDrawMode: number

Returns the line strip draw mode

Static MiscDirtyFlag

Find examples in Playground
MiscDirtyFlag: number

The dirty misc flag value

Static PBRMATERIAL_ALPHABLEND

Find examples in Playground
PBRMATERIAL_ALPHABLEND: number

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

Static PBRMATERIAL_ALPHATEST

Find examples in Playground
PBRMATERIAL_ALPHATEST: number

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

Static PBRMATERIAL_ALPHATESTANDBLEND

Find examples in Playground
PBRMATERIAL_ALPHATESTANDBLEND: number

PBRMaterialTransparencyMode: 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 PBRMATERIAL_OPAQUE

Find examples in Playground
PBRMATERIAL_OPAQUE: number

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

Static PointFillMode

Find examples in Playground
PointFillMode: number

Returns the point fill mode

Static PointListDrawMode

Find examples in Playground
PointListDrawMode: number

Returns the point list draw mode

Static TextureDirtyFlag

Find examples in Playground
TextureDirtyFlag: number

The dirty texture flag value

Static TriangleFanDrawMode

Find examples in Playground
TriangleFanDrawMode: number

Returns the triangle fan draw mode

Static TriangleFillMode

Find examples in Playground
TriangleFillMode: number

Returns the triangle fill mode

Static TriangleStripDrawMode

Find examples in Playground
TriangleStripDrawMode: number

Returns the triangle strip draw mode

Static WireFrameFillMode

Find examples in Playground
WireFrameFillMode: number

Returns the wireframe mode

Methods

bind

Find examples in Playground
  • Parameters

    Returns void

bindForSubMesh

Find examples in Playground

bindOnlyNormalMatrix

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

    Parameters

    • normalMatrix: Matrix

      the matrix to bind

    Returns void

bindOnlyWorldMatrix

Find examples in Playground
  • bindOnlyWorldMatrix(world: Matrix): void
  • Binds the given world matrix to the active effect

    Parameters

    • world: Matrix

      the matrix to bind

    Returns void

bindSceneUniformBuffer

Find examples in Playground
  • 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

Find examples in Playground
  • 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

Find examples in Playground
  • 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

Find examples in Playground
  • buildUniformLayout(): void

clone

Find examples in Playground
  • Makes a duplicate of the current material.

    Parameters

    • name: string

      name to use for the new material.

    Returns PBRMaterial

dispose

Find examples in Playground
  • 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

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

forceCompilationAsync

Find examples in Playground
  • 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

Find examples in Playground
  • freeze(): void
  • Locks updates for the material

    Returns void

getActiveTextures

Find examples in Playground

getAlphaTestTexture

Find examples in Playground

getAnimatables

Find examples in Playground

getBindedMeshes

Find examples in Playground

getClassName

Find examples in Playground
  • getClassName(): string

getEffect

Find examples in Playground

getScene

Find examples in Playground

hasTexture

Find examples in Playground
  • Checks to see if a texture is used in the material.

    Parameters

    Returns boolean

    • Boolean specifying if a texture is used in the material.

isMetallicWorkflow

Find examples in Playground
  • isMetallicWorkflow(): boolean
  • Specifies if the material uses metallic roughness workflow.

    Returns boolean

    boolean specifiying if the material uses metallic roughness workflow.

isReady

Find examples in Playground
  • isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean
  • Parameters

    • Optional mesh: AbstractMesh
    • Optional useInstances: boolean

    Returns boolean

isReadyForSubMesh

Find examples in Playground
  • 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

Find examples in Playground
  • 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

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

    Returns void

needAlphaBlending

Find examples in Playground
  • needAlphaBlending(): boolean

needAlphaBlendingForMesh

Find examples in Playground

needAlphaTesting

Find examples in Playground
  • needAlphaTesting(): boolean

serialize

Find examples in Playground
  • serialize(): any
  • Serializes this PBR Material.

    Returns any

    • An object with the serialized material.

toString

Find examples in Playground
  • 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

Find examples in Playground
  • unbind(): void

unfreeze

Find examples in Playground
  • unfreeze(): void
  • Unlocks updates for the material

    Returns void

Static Parse

Find examples in Playground
  • Parses a PBR Material from a serialized object.

    Parameters

    • source: any

      Serialized object.

    • scene: Scene

      BJS scene instance.

    • rootUrl: string

      url for the scene object

    Returns PBRMaterial

    • PBRMaterial

Static ParseMultiMaterial

Find examples in Playground
  • 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

Generated using TypeDoc