The PBR material of BJS following the metal roughness convention.
This fits to the PBR convention in the GLTF definition: https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
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)
Gets the alpha value of the material
Defines the alpha limits in alpha test mode.
Gets the value of the alpha mode
Stores the animations for the material
Defines the anisotropic parameters for the material.
Gets the back-face culling state
The base color has two different interpretations depending on the value of metalness. When the material is a metal, the base color is the specific measured reflectance value at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color of the material.
Base texture of the metallic workflow. It contains both the baseColor information in RGB as well as opacity information in the alpha channel.
Defines the BRDF parameters for the material.
Specifies if the ready state should be checked on each call
Specifies if the ready state should be checked once
Defines the clear coat layer parameters for the material.
Custom callback helping to override the default shader used in the material.
Specifies if depth writing should be disabled
If sets to true, disables all the lights affecting the material.
Specifies if the material should be serialized
If sets to true and backfaceCulling is false, normals will be flipped on the backside.
Emissivie color used to self-illuminate the model.
Emissivie texture used to self-illuminate the model.
Environment Texture used in the material (this is use for both reflection and environment lighting).
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
List of inspectable custom properties (used by the Inspector)
If sets to true, x component of normal map value will invert (x = 1.0 - x).
If sets to true, y component of normal map value will invert (y = 1.0 - y).
Specifies if updates for the material been locked
Stores the pre-calculated light information of a mesh in a texture.
Number of Simultaneous lights allowed on the material.
Gets or sets user defined metadata
Specifies the metallic scalar value of the material. Can also be used to scale the metalness values of the metallic texture.
Texture containing both the metallic value in the B channel and the roughness value in the G channel to keep better precision.
The name of the material
Gets the depth pre-pass value
Normal map used in the model.
Occlusion Channel Strenght.
Occlusion Texture of the material (adding extra occlusion effects).
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
For internal use only. Please do not use.
Specifies the roughness scalar value of the material. Can also be used to scale the roughness values of the metallic texture.
Specifies if there should be a separate pass for culling
Defines the Sheen parameters for the material.
Stores the value for side orientation
The state of the material
Defines the SubSurface parameters for the material.
Sets the transparency mode of the material.
Gets or sets the unique id of the material
If true, the light map contains occlusion information instead of lighting info.
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
Stores the clock-wise side orientation
Stores the counter clock-wise side orientation
Defines the default value of how much AO map is occluding the analytical lights (point spot...).
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
PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
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.
PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
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.
Makes a duplicate of the current material.
name to use for the new material.
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
Returns an array of the actively used textures.
Returns the animatable textures.
Gets the meshes bound to the material
an array of meshes bound to the material
Return the currrent class name of the material.
Returns the current scene
Checks to see if a texture is used in the material.
Base texture to use.
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.
Serialize the material to a parsable JSON 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 material from the mesh
Unlocks updates for the material
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