Interface LineMaterial
interface LineMaterial {
attributes: readonly ShaderAttributeName[];
backFaceCulling: boolean;
blend?: GPUBlendState;
blendMode: "additive" | "alpha";
color: Color4;
defines: readonly ShaderDefine[];
depthBias: number;
depthBiasSlopeScale: number;
depthCompare: GPUCompareFunction;
depthOnlyFragment: boolean;
depthWrite: boolean;
fragmentSource: WgslSource;
metadata?: LiteMetadata;
name?: string;
needAlphaBlending: boolean;
needAlphaTesting: boolean;
samplerDecls: readonly ShaderSamplerDecl[];
stencil?: StencilState;
storageBufferDecls: readonly ShaderStorageBufferDecl[];
transmissive: boolean;
uniformDecls: readonly ShaderUniformDecl[];
useThinInstanceColors: boolean;
useThinInstances: boolean;
useVertexAlpha: boolean;
useVertexColor: boolean;
vertexSource: WgslSource;
}
attributes: readonly ShaderAttributeName[];
backFaceCulling: boolean;
blend?: GPUBlendState;
blendMode: "additive" | "alpha";
color: Color4;
defines: readonly ShaderDefine[];
depthBias: number;
depthBiasSlopeScale: number;
depthCompare: GPUCompareFunction;
depthOnlyFragment: boolean;
depthWrite: boolean;
fragmentSource: WgslSource;
metadata?: LiteMetadata;
name?: string;
needAlphaBlending: boolean;
needAlphaTesting: boolean;
samplerDecls: readonly ShaderSamplerDecl[];
stencil?: StencilState;
storageBufferDecls: readonly ShaderStorageBufferDecl[];
transmissive: boolean;
uniformDecls: readonly ShaderUniformDecl[];
useThinInstanceColors: boolean;
useThinInstances: boolean;
useVertexAlpha: boolean;
useVertexColor: boolean;
vertexSource: WgslSource;
}
Hierarchy (View Summary)
- ShaderMaterial
- LineMaterial
Index
Properties
attributes
back Face Culling
blend?
blend Mode
color
defines
depth Bias
depth Bias Slope Scale
depth Compare
depth Only Fragment
depth Write
fragment Source
metadata?
name?
need Alpha Blending
need Alpha Testing
sampler Decls
stencil?
storage Buffer Decls
transmissive
uniform Decls
use Thin Instance Colors
use Thin Instances
use Vertex Alpha
use Vertex Color
vertex Source
Properties
Readonlyattributes
Readonlyback Face Culling
backFaceCulling: boolean
Optional Readonlyblend
blend?: GPUBlendState
Explicit blend-state override (see ShaderMaterialOptions.blend).
Readonlyblend Mode
blendMode: "additive" | "alpha"
Readonlycolor
Readonlydefines
Readonlydepth Bias
depthBias: number
Readonlydepth Bias Slope Scale
depthBiasSlopeScale: number
Readonlydepth Compare
depthCompare: GPUCompareFunction
Readonlydepth Only Fragment
depthOnlyFragment: boolean
Readonlydepth Write
depthWrite: boolean
Readonlyfragment Source
fragmentSource: WgslSource
Optionalmetadata
User metadata. glTF loads populate metadata.gltf.extras when source extras exist.
Optional Readonlyname
name?: string
Optional human-readable name. Populated by loaders from the source asset (e.g. the glTF material name) so callers can look a material up by name.
Readonlyneed Alpha Blending
needAlphaBlending: boolean
Readonlyneed Alpha Testing
needAlphaTesting: boolean
Readonlysampler Decls
Optionalstencil
Optional stencil-test state baked into the main-pass pipeline (mask write / discard). Set after
creation (mat.stencil = { ... }) and call enableMaterialStencil() before registerScene. Default
none. See StencilState.
Readonlystorage Buffer Decls
storageBufferDecls: readonly ShaderStorageBufferDecl[]
Readonlytransmissive
transmissive: boolean
True for transmissive/refractive surfaces (see ShaderMaterialOptions.transmissive).
Readonlyuniform Decls
Readonlyuse Thin Instance Colors
useThinInstanceColors: boolean
Readonlyuse Thin Instances
useThinInstances: boolean
Readonlyuse Vertex Alpha
useVertexAlpha: boolean
Readonlyuse Vertex Color
useVertexColor: boolean
Readonlyvertex Source
vertexSource: WgslSource
Unlit ShaderMaterial configured for WebGPU line-list rendering.