StandardMaterial

This is the default material used in Babylon. It is the best trade off between quality and performances.

see

http://doc.babylonjs.com/babylon101/materials

Hierarchy

  • PushMaterial
    • StandardMaterial

Implements

Index

Constructors

Properties

Methods

Constructors

constructor

  • Instantiates a new standard material. This is the default material used in Babylon. It is the best trade off between quality and performances.

    see

    http://doc.babylonjs.com/babylon101/materials

    Parameters

    • name: string

      Define the name of the material in the scene

    • scene: Scene

      Define the scene the material belong to

    Returns StandardMaterial

Properties

alpha

alpha: number

Gets the alpha value of the material

alphaCutOff

alphaCutOff: number

Defines the alpha limits in alpha test mode.

alphaMode

alphaMode: number

Gets the value of the alpha mode

ambientColor

ambientColor: Color3

The color of the material lit by the environmental background lighting.

see

http://doc.babylonjs.com/babylon101/materials#ambient-color-example

ambientTexture

ambientTexture: Nullable<BaseTexture>

AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.

animations

animations: Array<Animation>

Stores the animations for the material

backFaceCulling

backFaceCulling: boolean

Gets the back-face culling state

bumpTexture

bumpTexture: Nullable<BaseTexture>

Bump mapping is a technique to simulate bump and dents on a rendered surface. These are made by creating a normal map from an image. The means to do this can be found on the web, a search for 'normal map generator' will bring up free and paid for methods of doing this.

see

http://doc.babylonjs.com/how_to/more_materials#bump-map

cameraColorCurves

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

cameraColorCurvesEnabled: boolean

Sets wether the color curves effect is enabled.

cameraColorGradingEnabled

cameraColorGradingEnabled: boolean

Gets wether the color grading effect is enabled.

cameraColorGradingTexture

cameraColorGradingTexture: Nullable<BaseTexture>

Sets the Color Grading 2D Lookup Texture.

cameraContrast

cameraContrast: number

Sets The camera contrast used on this material.

cameraExposure

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

cameraToneMappingEnabled: boolean

Sets wether tonemapping is enabled or not

checkReadyOnEveryCall

checkReadyOnEveryCall: boolean

Specifies if the ready state should be checked on each call

checkReadyOnlyOnce

checkReadyOnlyOnce: boolean

Specifies if the ready state should be checked once

customShaderNameResolve

customShaderNameResolve: function

Custom callback helping to override the default shader used in the material.

Type declaration

    • (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines): string
    • Parameters

      • shaderName: string
      • uniforms: string[]
      • uniformBuffers: string[]
      • samplers: string[]
      • defines: StandardMaterialDefines

      Returns string

diffuseColor

diffuseColor: Color3

The basic color of the material as viewed under a light.

diffuseFresnelParameters

diffuseFresnelParameters: FresnelParameters

Define the diffuse fresnel parameters of the material.

see

http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters

diffuseTexture

diffuseTexture: Nullable<BaseTexture>

The basic texture of the material as viewed under a light.

disableDepthWrite

disableDepthWrite: boolean

Specifies if depth writing should be disabled

disableLighting

disableLighting: boolean

Does lights from the scene impacts this material. It can be a nice trick for performance to disable lighting on a fully emissive material.

doNotSerialize

doNotSerialize: boolean

Specifies if the material should be serialized

emissiveColor

emissiveColor: Color3

Define the color of the material as if self lit. This will be mixed in the final result even in the absence of light.

emissiveFresnelParameters

emissiveFresnelParameters: FresnelParameters

Define the emissive fresnel parameters of the material.

see

http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters

emissiveTexture

emissiveTexture: Nullable<BaseTexture>

Define texture of the material as if self lit. This will be mixed in the final result even in the absence of light.

fillMode

fillMode: number

Sets the material fill mode

fogEnabled

fogEnabled: boolean

Gets the value of the fog enabled state

forceDepthWrite

forceDepthWrite: boolean

Specifies if depth writing should be forced

getRenderTargetTextures

getRenderTargetTextures: function

Callback triggered to get the render target textures

hasRenderTargetTextures

hasRenderTargetTextures: boolean

Gets a boolean indicating that current material needs to register RTT

id

id: string

The ID of the material

imageProcessingConfiguration

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

indexOfRefraction: number

In case of refraction, define the value of the indice of refraction.

see

http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions

invertNormalMapX

invertNormalMapX: boolean

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

invertNormalMapY

invertNormalMapY: boolean

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

invertRefractionY

invertRefractionY: boolean

Invert the refraction texture alongside the y axis. It can be usefull with procedural textures or probe for instance.

see

http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions

isFrozen

isFrozen: boolean

Specifies if updates for the material been locked

lightmapTexture

lightmapTexture: Nullable<BaseTexture>

Complex lighting can be computationally expensive to compute at runtime. To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.

see

http://doc.babylonjs.com/babylon101/lights#lightmaps

linkEmissiveWithDiffuse

linkEmissiveWithDiffuse: boolean

If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing the emissive level when the final color is close to one.

maxSimultaneousLights

maxSimultaneousLights: number

Defines the maximum number of lights that can be used in the material

name

name: string

The name of the material

needDepthPrePass

needDepthPrePass: boolean

Gets the depth pre-pass value

onBind

onBind: function

Called during a bind event

Type declaration

onBindObservable

onBindObservable: Observable<AbstractMesh>

An event triggered when the material is bound

onCompiled

onCompiled: function

Callback triggered when the material is compiled

Type declaration

    • Parameters

      Returns void

onDispose

onDispose: function

Called during a dispose event

Type declaration

    • (): void
    • Returns void

onDisposeObservable

onDisposeObservable: Observable<Material>

An event triggered when the material is disposed

onError

onError: function

Callback triggered when an error occurs

Type declaration

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

      • effect: Effect
      • errors: string

      Returns void

onUnBindObservable

onUnBindObservable: Observable<Material>

An event triggered when the material is unbound

opacityFresnelParameters

opacityFresnelParameters: FresnelParameters

Define the opacity fresnel parameters of the material.

see

http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters

opacityTexture

opacityTexture: Nullable<BaseTexture>

Define the transparency of the material from a texture. The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false) or from the luminance or the current texel (if texture.getAlphaFromRGB is true)

parallaxScaleBias

parallaxScaleBias: number

Apply a scaling factor that determine which "depth" the height map should reprensent. A value between 0.05 and 0.1 is reasonnable in Parallax, you can reach 0.2 using Parallax Occlusion.

pointSize

pointSize: number

Stores the size of points

pointsCloud

pointsCloud: boolean

Sets the state of point cloud mode

reflectionFresnelParameters

reflectionFresnelParameters: FresnelParameters

Define the reflection fresnel parameters of the material.

see

http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters

reflectionTexture

reflectionTexture: Nullable<BaseTexture>

Define the texture used to display the reflection.

see

http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions

refractionFresnelParameters

refractionFresnelParameters: FresnelParameters

Define the refraction fresnel parameters of the material.

see

http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters

refractionTexture

refractionTexture: Nullable<BaseTexture>

Define the texture used to display the refraction.

see

http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions

roughness

roughness: number

Helps to define how blurry the reflections should appears in the material.

separateCullingPass

separateCullingPass: boolean

Specifies if there should be a separate pass for culling

sideOrientation

sideOrientation: number

Stores the value for side orientation

specularColor

specularColor: Color3

Define how the color and intensity of the highlight given by the light in the material.

specularPower

specularPower: number

Defines how sharp are the highlights in the material. The bigger the value the sharper giving a more glossy feeling to the result. Reversely, the smaller the value the blurrier giving a more rough feeling to the result.

specularTexture

specularTexture: Nullable<BaseTexture>

Define how the color and intensity of the highlight given by the light in the material.

state

state: string

The state of the material

storeEffectOnSubMeshes

storeEffectOnSubMeshes: boolean

Specifies if the effect should be stored on sub meshes

twoSidedLighting

twoSidedLighting: boolean

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

uniqueId

uniqueId: number

Gets or sets the unique id of the material

useAlphaFromDiffuseTexture

useAlphaFromDiffuseTexture: boolean

Does the transparency come from the diffuse texture alpha channel.

useEmissiveAsIllumination

useEmissiveAsIllumination: boolean

If true, the emissive value is added into the end result, otherwise it is multiplied in.

useGlossinessFromSpecularMapAlpha

useGlossinessFromSpecularMapAlpha: boolean

Defines if the glossiness/roughness of the material should be read from the specular map alpha channel

useLightmapAsShadowmap

useLightmapAsShadowmap: boolean

In case of light mapping, define whether the map contains light or shadow informations.

useLogarithmicDepth

useLogarithmicDepth: boolean

In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes) You can try switching to logarithmic depth.

see

http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer

useObjectSpaceNormalMap

useObjectSpaceNormalMap: boolean

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

useParallax

useParallax: boolean

useParallaxOcclusion

useParallaxOcclusion: boolean

Is parallax occlusion enabled or not. If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.

see

http://doc.babylonjs.com/how_to/using_parallax_mapping

useReflectionFresnelFromSpecular

useReflectionFresnelFromSpecular: boolean

If true automatically deducts the fresnels values from the material specularity.

see

http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters

useReflectionOverAlpha

useReflectionOverAlpha: 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.

useSpecularOverAlpha

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

wireframe: boolean

Sets the state of wireframe mode

zOffset

zOffset: number

Stores the z offset value

Static AllDirtyFlag

AllDirtyFlag: number

The all dirty flag value

Static AmbientTextureEnabled

AmbientTextureEnabled: boolean

Are ambient textures enabled in the application.

Static AttributesDirtyFlag

AttributesDirtyFlag: number

The dirty attribute flag value

Static BumpTextureEnabled

BumpTextureEnabled: boolean

Are bump textures enabled in the application.

Static ClockWiseSideOrientation

ClockWiseSideOrientation: number

Returns the clock-wise side orientation

Static ColorGradingTextureEnabled

ColorGradingTextureEnabled: boolean

Are color grading textures enabled in the application.

Static CounterClockWiseSideOrientation

CounterClockWiseSideOrientation: number

Returns the counter clock-wise side orientation

Static DiffuseTextureEnabled

DiffuseTextureEnabled: boolean

Are diffuse textures enabled in the application.

Static EmissiveTextureEnabled

EmissiveTextureEnabled: boolean

Are emissive textures enabled in the application.

Static FresnelDirtyFlag

FresnelDirtyFlag: number

The dirty fresnel flag value

Static FresnelEnabled

FresnelEnabled: boolean

Are fresnels enabled in the application.

Static LightDirtyFlag

LightDirtyFlag: number

The dirty light flag value

Static LightmapTextureEnabled

LightmapTextureEnabled: boolean

Are lightmap textures enabled in the application.

Static LineListDrawMode

LineListDrawMode: number

Returns the line list draw mode

Static LineLoopDrawMode

LineLoopDrawMode: number

Returns the line loop draw mode

Static LineStripDrawMode

LineStripDrawMode: number

Returns the line strip draw mode

Static MiscDirtyFlag

MiscDirtyFlag: number

The dirty misc flag value

Static OpacityTextureEnabled

OpacityTextureEnabled: boolean

Are opacity textures enabled in the application.

Static PointFillMode

PointFillMode: number

Returns the point fill mode

Static PointListDrawMode

PointListDrawMode: number

Returns the point list draw mode

Static ReflectionTextureEnabled

ReflectionTextureEnabled: boolean

Are reflection textures enabled in the application.

Static RefractionTextureEnabled

RefractionTextureEnabled: boolean

Are refraction textures enabled in the application.

Static SpecularTextureEnabled

SpecularTextureEnabled: boolean

Are specular textures enabled in the application.

Static TextureDirtyFlag

TextureDirtyFlag: number

The dirty texture flag value

Static TriangleFanDrawMode

TriangleFanDrawMode: number

Returns the triangle fan draw mode

Static TriangleFillMode

TriangleFillMode: number

Returns the triangle fill mode

Static TriangleStripDrawMode

TriangleStripDrawMode: number

Returns the triangle strip draw mode

Static WireFrameFillMode

WireFrameFillMode: number

Returns the wireframe mode

Methods

bind

  • Parameters

    Returns void

bindForSubMesh

  • 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

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

    Parameters

    • normalMatrix: Matrix

      the matrix to bind

    Returns void

bindOnlyWorldMatrix

  • bindOnlyWorldMatrix(world: Matrix): void
  • Binds the given world matrix to the active effect

    Parameters

    • world: Matrix

      the matrix to bind

    Returns void

bindSceneUniformBuffer

  • 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

  • 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

  • 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

  • buildUniformLayout(): void
  • Builds the material UBO layouts. Used internally during the effect preparation.

    Returns void

clone

  • Makes a duplicate of the material, and gives it a new name

    Parameters

    • name: string

      defines the new name for the duplicated material

    Returns StandardMaterial

    the cloned material

dispose

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

    Parameters

    • Optional forceDisposeEffect: boolean

      specifies if effects should be forcefully disposed

    • Optional forceDisposeTextures: boolean

      specifies if textures should be forcefully disposed

    Returns void

forceCompilation

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

      defines the options to configure the compilation

    Returns void

forceCompilationAsync

  • 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

  • freeze(): void
  • Locks updates for the material

    Returns void

getActiveTextures

getAlphaTestTexture

getAnimatables

  • Get the list of animatables in the material.

    Returns IAnimatable[]

    the list of animatables object used in the material

getBindedMeshes

getClassName

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

    Returns string

    the class name

getEffect

getScene

  • Returns the current scene

    Returns Scene

    a Scene

hasTexture

  • 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

  • isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean
  • Parameters

    • Optional mesh: AbstractMesh
    • Optional useInstances: boolean

    Returns boolean

isReadyForSubMesh

  • 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

  • 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

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

    Returns void

needAlphaBlending

  • needAlphaBlending(): boolean
  • Specifies if the material will require alpha blending

    Returns boolean

    a boolean specifying if alpha blending is needed

needAlphaBlendingForMesh

  • Specifies if the mesh will require alpha blending

    Parameters

    Returns boolean

    a boolean specifying if alpha blending is needed for the mesh

needAlphaTesting

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

    Returns boolean

    a boolean specifying if an alpha test is needed.

serialize

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

    Returns any

    the serialized material object

toString

  • 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

  • unbind(): void
  • Unbinds the material from the mesh

    Returns void

unfreeze

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

    Returns void

Static Parse

  • Creates a standard material from parsed material data

    Parameters

    • source: any

      defines the JSON represnetation of the material

    • scene: Scene

      defines the hosting scene

    • rootUrl: string

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

    Returns StandardMaterial

    a new material

Static ParseMultiMaterial

  • 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

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