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)
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.
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
Custom callback helping to override the default shader used in the material.
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
Specifies if depth writing should be forced
Callback triggered to get the render target textures
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)
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
Callback triggered when the material is compiled
An event triggered when the material is disposed
Callback triggered when an error occurs
Stores the size of points
Defines the sky appearance (light intensity).
For internal use only. Please do not use.
Specifies if there should be a separate pass for culling
Custom shadow depth material to use for shadow rendering instead of the in-built one
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.
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
MaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
MaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
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.
MaterialTransparencyMode: No transparency mode, Alpha channel is not use.
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
Gets the alpha value of the material
Sets the alpha value of the material
Gets the value of the alpha mode
Sets the value of the alpha mode.
Gets the back-face culling state
Sets the back-face culling state
Gets the material fill mode
Sets the material fill mode
Gets the value of the fog enabled state
Sets the state for enabling fog
Gets a boolean indicating that current material needs to register RTT
Specifies if updates for the material been locked
Gets the depth pre-pass value
Sets the need depth pre-pass value
Called during a bind event
Called during a dispose event
An event triggered when the effect is (re)created
Gets the value specifying if point clouds are enabled
Sets the state of point cloud mode
Gets the current transparency mode.
Sets the transparency mode of the material.
Gets a value specifying if wireframe mode is enabled
Sets the state of 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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