This is the sky material which allows to create dynamic and texture free effects for skyboxes.
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
Gets the value of the alpha mode
Stores the animations for the material
Defines the solar azimuth in interval [0, 1]. The azimuth is the angle in the horizontal plan between an object direction and a reference direction.
Gets the back-face culling state
Defines an offset vector used to get a horizon offset.
Specifies if the ready state should be checked on each call
Specifies if the ready state should be checked once
Specifies the depth function that should be used. 0 means the default engine function
Specifies if depth writing should be disabled
Defines the distance of the sun according to the active scene camera.
Specifies if the material should be serialized
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
Defines the sun inclination, in interval [-0.5, 0.5]. When the inclination is not 0, the sun is said "inclined".
List of inspectable custom properties (used by the Inspector)
Specifies if updates for the material been locked
Defines the overall luminance of sky in interval ]0, 1[.
Gets or sets user defined metadata
Defines the mieCoefficient in interval [0, 0.1] which affects the property .mieDirectionalG.
Defines the amount of haze particles following the Mie scattering theory.
The name of the material
Gets the depth pre-pass value
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
Defines the sky appearance (light intensity).
For internal use only. Please do not use.
Specifies if there should be a separate pass for culling
Stores the value for side orientation
The state of the material
Defines the sun position in the sky on (x,y,z). If the property .useSunPosition is set to false, then the property is overriden by the inclination and the azimuth and can be read at any moment.
Defines the amount (scattering) of haze as opposed to molecules in atmosphere.
Gets or sets the unique id of the material
Defines if the sun position should be computed (inclination and azimuth) according to the given .sunPosition property.
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
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
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
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
Makes a duplicate of the material, and gives it a new name
defines the new name for the duplicated material
the cloned material
Disposes the material
specifies if effects should be forcefully disposed
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
Get the list of animatables in the material.
the list of animatables object used in the material
Gets the meshes bound to the material
an array of meshes bound to the material
Gets the current class name of the material e.g. "SkyMaterial" Mainly use in serialization.
the class name
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
Get if the submesh is ready to be used and all its information available. Child classes can use it to update shaders
defines the mesh to check
defines which submesh to check
specifies that instances should be used
a boolean indicating that the submesh is ready or not
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 if the material will require alpha blending
a boolean specifying if alpha blending is needed
Specifies if the mesh will require alpha blending
defines the mesh to check
a boolean specifying if alpha blending is needed for the mesh
Specifies if this material should be rendered in alpha test mode
false as the sky material doesn't need alpha testing.
Serializes this material in a JSON representation
the serialized material 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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