SkyMaterial

This is the sky material which allows to create dynamic and texture free effects for skyboxes.

see

https://doc.babylonjs.com/extensions/sky

Hierarchy

  • PushMaterial
    • SkyMaterial

Implements

Index

Constructors

constructor

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  • Instantiates a new sky material. This material allows to create dynamic and texture free effects for skyboxes by taking care of the atmosphere state.

    see

    https://doc.babylonjs.com/extensions/sky

    Parameters

    • name: string

      Define the name of the material in the scene

    • scene: Scene

      Define the scene the material belong to

    Returns SkyMaterial

Properties

allowShaderHotSwapping

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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

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alpha: number

Gets the alpha value of the material

alphaMode

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alphaMode: number

Gets the value of the alpha mode

animations

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animations: Nullable<Array<Animation>>

Stores the animations for the material

azimuth

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azimuth: number

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.

backFaceCulling

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backFaceCulling: boolean

Gets the back-face culling state

cameraOffset

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cameraOffset: Vector3

Defines an offset vector used to get a horizon offset.

example

skyMaterial.cameraOffset.y = camera.globalPosition.y // Set horizon relative to 0 on the Y axis

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

depthFunction

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depthFunction: number

Specifies the depth function that should be used. 0 means the default engine function

disableDepthWrite

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disableDepthWrite: boolean

Specifies if depth writing should be disabled

distance

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distance: number

Defines the distance of the sun according to the active scene camera.

doNotSerialize

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doNotSerialize: boolean

Specifies if the material should be serialized

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: Nullable<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

inclination

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inclination: number

Defines the sun inclination, in interval [-0.5, 0.5]. When the inclination is not 0, the sun is said "inclined".

inspectableCustomProperties

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inspectableCustomProperties: IInspectable[]

List of inspectable custom properties (used by the Inspector)

see

https://doc.babylonjs.com/how_to/debug_layer#extensibility

isFrozen

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isFrozen: boolean

Specifies if updates for the material been locked

luminance

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luminance: number

Defines the overall luminance of sky in interval ]0, 1[.

metadata

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metadata: any

Gets or sets user defined metadata

mieCoefficient

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mieCoefficient: number

Defines the mieCoefficient in interval [0, 0.1] which affects the property .mieDirectionalG.

mieDirectionalG

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mieDirectionalG: number

Defines the amount of haze particles following the Mie scattering theory.

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

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: Nullable<function>

Callback triggered when the material is compiled

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: Nullable<function>

Callback triggered when an error occurs

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

rayleigh

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rayleigh: number

Defines the sky appearance (light intensity).

reservedDataStore

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reservedDataStore: any

For internal use only. Please do not use.

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

sunPosition

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sunPosition: Vector3

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.

turbidity

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turbidity: number

Defines the amount (scattering) of haze as opposed to molecules in atmosphere.

uniqueId

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uniqueId: number

Gets or sets the unique id of the material

useSunPosition

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useSunPosition: boolean

Defines if the sun position should be computed (inclination and azimuth) according to the given .sunPosition property.

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

Stores the clock-wise side orientation

Static CounterClockWiseSideOrientation

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CounterClockWiseSideOrientation: number

Stores the counter clock-wise side orientation

Static FresnelDirtyFlag

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FresnelDirtyFlag: number

The dirty fresnel flag value

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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  • Binds the submesh to this material by preparing the effect and shader to draw

    Parameters

    • world: Matrix

      defines the world transformation matrix

    • mesh: Mesh

      defines the mesh containing the submesh

    • subMesh: SubMesh

      defines the submesh to bind the material to

    Returns void

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

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 SkyMaterial

    the cloned material

dispose

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  • dispose(forceDisposeEffect?: boolean): void
  • Disposes the material

    Parameters

    • Optional forceDisposeEffect: boolean

      specifies if effects should be forcefully disposed

    Returns void

forceCompilation

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  • Force shader compilation

    Parameters

    • mesh: AbstractMesh

      defines the mesh associated with this material

    • Optional onCompiled: function

      defines a function to execute once the material is compiled

    • Optional options: Partial<IMaterialCompilationOptions>

      defines the options to configure the compilation

    • Optional onError: function

      defines a function to execute if the material fails compiling

        • (reason: string): void
        • Parameters

          • reason: string

          Returns void

    Returns void

forceCompilationAsync

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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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  • Get the list of animatables in the material.

    Returns IAnimatable[]

    the list of animatables object used in the material

getBindedMeshes

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getClassName

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  • getClassName(): string
  • Gets the current class name of the material e.g. "SkyMaterial" Mainly use in serialization.

    Returns string

    the class name

getEffect

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getScene

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hasTexture

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  • Specifies if the material uses a texture

    Parameters

    • texture: BaseTexture

      defines the texture to check against the material

    Returns boolean

    a boolean specifying if the material uses the texture

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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  • Get if the submesh is ready to be used and all its information available. Child classes can use it to update shaders

    Parameters

    • mesh: AbstractMesh

      defines the mesh to check

    • subMesh: SubMesh

      defines which submesh to check

    • Optional useInstances: boolean

      specifies that instances should be used

    Returns boolean

    a 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
  • Specifies if the material will require alpha blending

    Returns boolean

    a boolean specifying if alpha blending is needed

needAlphaBlendingForMesh

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  • Specifies if the mesh will require alpha blending

    Parameters

    Returns boolean

    a boolean specifying if alpha blending is needed for the mesh

needAlphaTesting

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  • needAlphaTesting(): boolean
  • Specifies if this material should be rendered in alpha test mode

    Returns boolean

    false as the sky material doesn't need alpha testing.

serialize

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  • serialize(): any
  • Serializes this material in a JSON representation

    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
  • Unbinds the material from the mesh

    Returns void

unfreeze

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  • unfreeze(): void
  • Unlocks updates for the material

    Returns void

Static Parse

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  • Creates a sky material from parsed material data

    Parameters

    • source: any

      defines the JSON representation of the material

    • scene: Scene

      defines the hosting scene

    • rootUrl: string

      defines the root URL to use to load textures and relative dependencies

    Returns SkyMaterial

    a new sky material

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