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A multi-material is used to apply different materials to different parts of the same object without the need of separate meshes. This can be use to improve performances.

see

https://doc.babylonjs.com/how_to/multi_materials

Hierarchy

Index

Constructors

Properties

Accessors

Methods

Constructors

  • Instantiates a new Multi Material A multi-material is used to apply different materials to different parts of the same object without the need of separate meshes. This can be use to improve performances.

    see

    https://doc.babylonjs.com/how_to/multi_materials

    Parameters

    • name: string

      Define the name in the scene

    • Optional scene: Scene

      Define the scene the material belongs to

    Returns MultiMaterial

Properties

allowShaderHotSwapping: boolean

Gets or sets a boolean indicating that the material is allowed (if supported) 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)

animations: Nullable<Animation[]>

Stores the animations for the material

checkReadyOnEveryCall: boolean

Specifies if the ready state should be checked on each call

checkReadyOnlyOnce: boolean

Specifies if the ready state should be checked once

customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: string[] | MaterialDefines, attributes?: string[], options?: ICustomShaderNameResolveOptions) => string

Type declaration

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

      Parameters

      Returns string

depthFunction: number

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

disableColorWrite: boolean

Specifies if color writing should be disabled

disableDepthWrite: boolean

Specifies if depth writing should be disabled

doNotSerialize: boolean

Specifies if the material should be serialized

forceDepthWrite: boolean

Specifies if depth writing should be forced

getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>

Callback triggered to get the render target textures

id: string

The ID of the material

inspectableCustomProperties: IInspectable[]

List of inspectable custom properties (used by the Inspector)

see

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

metadata: any

Gets or sets user defined metadata

name: string

The name of the material

onCompiled: Nullable<(effect: Effect) => void>

Callback triggered when the material is compiled

onDisposeObservable: Observable<Material>

An event triggered when the material is disposed

onError: Nullable<(effect: Effect, errors: string) => void>

Callback triggered when an error occurs

pluginManager?: MaterialPluginManager

Plugin manager for this material

pointSize: number

Stores the size of points

reservedDataStore: any

For internal use only. Please do not use.

separateCullingPass: boolean

Specifies if there should be a separate pass for culling

shadowDepthWrapper: Nullable<ShadowDepthWrapper>

Custom shadow depth material to use for shadow rendering instead of the in-built one

sideOrientation: number

Stores the value for side orientation

state: string

The state of the material

Gives access to the stencil properties of the material

uniqueId: number

Gets or sets the unique id of the material

zOffset: number

Stores the z offset Factor value

zOffsetUnits: number

Stores the z offset Units value

AllDirtyFlag: 63 = 63

The all dirty flag value

AttributesDirtyFlag: 8 = 8

The dirty attribute flag value

ClockWiseSideOrientation: 0 = 0

Stores the clock-wise side orientation

CounterClockWiseSideOrientation: 1 = 1

Stores the counter clock-wise side orientation

FresnelDirtyFlag: 4 = 4

The dirty fresnel flag value

LightDirtyFlag: 2 = 2

The dirty light flag value

LineListDrawMode: 4 = 4

Returns the line list draw mode

LineLoopDrawMode: 5 = 5

Returns the line loop draw mode

LineStripDrawMode: 6 = 6

Returns the line strip draw mode

MATERIAL_ALPHABLEND: 2 = 2

MaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.

MATERIAL_ALPHATEST: 1 = 1

MaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.

MATERIAL_ALPHATESTANDBLEND: 3 = 3

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.

MATERIAL_NORMALBLENDMETHOD_RNM: 1 = 1

The Reoriented Normal Mapping method is used to blend normals. Details of the algorithm can be found here: https://blog.selfshadow.com/publications/blending-in-detail/

MATERIAL_NORMALBLENDMETHOD_WHITEOUT: 0 = 0

The Whiteout method is used to blend normals. Details of the algorithm can be found here: https://blog.selfshadow.com/publications/blending-in-detail/

MATERIAL_OPAQUE: 0 = 0

MaterialTransparencyMode: No transparency mode, Alpha channel is not use.

MiscDirtyFlag: 16 = 16

The dirty misc flag value

OnEventObservable: Observable<Material>

Event observable which raises global events common to all materials (like MaterialPluginEvent.Created)

PointFillMode: 2 = 2

Returns the point fill mode

PointListDrawMode: 3 = 3

Returns the point list draw mode

PrePassDirtyFlag: 32 = 32

The dirty prepass flag value

TextureDirtyFlag: 1 = 1

The dirty texture flag value

TriangleFanDrawMode: 8 = 8

Returns the triangle fan draw mode

TriangleFillMode: 0 = 0

Returns the triangle fill mode

TriangleStripDrawMode: 7 = 7

Returns the triangle strip draw mode

WireFrameFillMode: 1 = 1

Returns the wireframe mode

Accessors

  • get alpha(): number
  • set alpha(value: number): void
  • Gets the alpha value of the material

    Returns number

  • Sets the alpha value of the material

    Parameters

    • value: number

    Returns void

  • get alphaMode(): number
  • set alphaMode(value: number): void
  • Gets the value of the alpha mode

    ValueTypeDescription
    0ALPHA_DISABLE
    1ALPHA_ADD
    2ALPHA_COMBINE
    3ALPHA_SUBTRACT
    4ALPHA_MULTIPLY
    5ALPHA_MAXIMIZED
    6ALPHA_ONEONE
    7ALPHA_PREMULTIPLIED
    8ALPHA_PREMULTIPLIED_PORTERDUFF
    9ALPHA_INTERPOLATE
    10ALPHA_SCREENMODE

    Returns number

  • Sets the value of the alpha mode.

    ValueTypeDescription
    0ALPHA_DISABLE
    1ALPHA_ADD
    2ALPHA_COMBINE
    3ALPHA_SUBTRACT
    4ALPHA_MULTIPLY
    5ALPHA_MAXIMIZED
    6ALPHA_ONEONE
    7ALPHA_PREMULTIPLIED
    8ALPHA_PREMULTIPLIED_PORTERDUFF
    9ALPHA_INTERPOLATE
    10ALPHA_SCREENMODE

    Parameters

    • value: number

    Returns void

  • get backFaceCulling(): boolean
  • set backFaceCulling(value: boolean): void
  • Gets the culling state

    Returns boolean

  • Sets the culling state (true to enable culling, false to disable)

    Parameters

    • value: boolean

    Returns void

  • get canRenderToMRT(): boolean
  • If the material can be rendered to several textures with MRT extension

    Returns boolean

  • get cullBackFaces(): boolean
  • set cullBackFaces(value: boolean): void
  • Gets the type of faces that should be culled

    Returns boolean

  • Sets the type of faces that should be culled (true for back faces, false for front faces)

    Parameters

    • value: boolean

    Returns void

  • get fillMode(): number
  • set fillMode(value: number): void
  • Gets the material fill mode

    Returns number

  • Sets the material fill mode

    Parameters

    • value: number

    Returns void

  • get fogEnabled(): boolean
  • set fogEnabled(value: boolean): void
  • Gets the value of the fog enabled state

    Returns boolean

  • Sets the state for enabling fog

    Parameters

    • value: boolean

    Returns void

  • get hasRenderTargetTextures(): boolean
  • Gets a boolean indicating that current material needs to register RTT

    Returns boolean

  • get isFrozen(): boolean
  • Specifies if updates for the material been locked

    Returns boolean

  • get isPrePassCapable(): boolean
  • Can this material render to prepass

    Returns boolean

  • get needDepthPrePass(): boolean
  • set needDepthPrePass(value: boolean): void
  • Gets the depth pre-pass value

    Returns boolean

  • Sets the need depth pre-pass value

    Parameters

    • value: boolean

    Returns void

  • Called during a bind event

    Parameters

    Returns void

  • An event triggered when the material is bound

    Returns Observable<AbstractMesh>

  • set onDispose(callback: () => void): void
  • Called during a dispose event

    Parameters

    • callback: () => void
        • (): void
        • Returns void

    Returns void

  • An event triggered when the effect is (re)created

    Returns Observable<{ effect: Effect; subMesh: Nullable<SubMesh> }>

  • An event triggered when the material is unbound

    Returns Observable<Material>

  • get pointsCloud(): boolean
  • set pointsCloud(value: boolean): void
  • Gets the value specifying if point clouds are enabled

    Returns boolean

  • Sets the state of point cloud mode

    Parameters

    • value: boolean

    Returns void

  • Gets or Sets the list of Materials used within the multi material. They need to be ordered according to the submeshes order in the associated mesh

    Returns Nullable<Material>[]

  • Gets or Sets the list of Materials used within the multi material. They need to be ordered according to the submeshes order in the associated mesh

    Parameters

    Returns void

  • get transparencyMode(): Nullable<number>
  • set transparencyMode(value: Nullable<number>): void
  • Gets the current transparency mode.

    Returns Nullable<number>

  • Sets the transparency mode of the material.

    ValueTypeDescription
    0OPAQUE
    1ALPHATEST
    2ALPHABLEND
    3ALPHATESTANDBLEND

    Parameters

    Returns void

  • get wireframe(): boolean
  • set wireframe(value: boolean): void
  • Returns boolean

  • Sets the state of wireframe mode

    Parameters

    • value: boolean

    Returns void

Methods

  • Binds the material to the mesh

    Parameters

    • world: Matrix

      defines the world transformation matrix

    • Optional mesh: Mesh

      defines the mesh to bind the material to

    Returns void

  • bindEyePosition(effect: Effect, variableName?: string): void
  • Binds the view matrix to the effect

    Parameters

    • effect: Effect

      defines the effect to bind the view matrix to

    • Optional variableName: string

      name of the shader variable that will hold the eye position

    Returns void

  • Binds the submesh to the material

    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

  • bindOnlyWorldMatrix(world: Matrix): void
  • Binds the world matrix to the material

    Parameters

    • world: Matrix

      defines the world transformation matrix

    Returns void

  • 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(effect: Effect): void
  • Binds the view projection and projection matrices to the effect

    Parameters

    • effect: Effect

      defines the effect to bind the view projection and projection matrices to

    Returns void

  • buildUniformLayout(): void
  • Initializes the uniform buffer layout for the shader.

    Returns void

  • Clones the current material and its related sub materials

    Parameters

    • name: string

      Define the name of the newly cloned material

    • Optional cloneChildren: boolean

      Define if submaterial will be cloned or shared with the parent instance

    Returns MultiMaterial

    the cloned material

  • dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void
  • Dispose the material and release its associated resources

    Parameters

    • Optional forceDisposeEffect: boolean

      Define if we want to force disposing the associated effect (if false the shader is not released and could be reuse later on)

    • Optional forceDisposeTextures: boolean

      Define if we want to force disposing the associated textures (if false, they will not be disposed and can still be use elsewhere in the app)

    • Optional forceDisposeChildren: boolean

      Define if we want to force disposing the associated submaterials (if false, they will not be disposed and can still be use elsewhere in the app)

    Returns void

  • Force shader compilation

    Parameters

    • mesh: AbstractMesh

      defines the mesh associated with this material

    • Optional onCompiled: (material: Material) => void

      defines a function to execute once the material is compiled

    • Optional options: Partial<IMaterialCompilationOptions>

      defines the options to configure the compilation

    • Optional onError: (reason: string) => void

      defines a function to execute if the material fails compiling

        • (reason: string): void
        • Parameters

          • reason: string

          Returns void

    Returns void

  • Force shader compilation

    Parameters

    Returns Promise<void>

    a promise that resolves when the compilation completes

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

    Returns void

  • Get the list of active textures for the whole sub materials list.

    Returns BaseTexture[]

    All the textures that will be used during the rendering

  • Returns the animatable textures.

    Returns IAnimatable[]

    • Array of animatable textures.
  • Gets the meshes bound to the material

    Returns AbstractMesh[]

    an array of meshes bound to the material

  • Function used to align with Node.getChildren()

    Returns Nullable<Material>[]

    the list of Materials used within the multi material

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

    Returns string

    the class name

  • Returns the material effect

    Returns Nullable<Effect>

    the effect associated with the material

  • Returns the current scene

    Returns Scene

    a Scene

  • Get one of the submaterial by its index in the submaterials array

    Parameters

    • index: number

      The index to look the sub material at

    Returns Nullable<Material>

    The Material if the index has been defined

  • Specifies if any sub-materials of this multi-material use a given texture.

    Parameters

    • texture: BaseTexture

      Defines the texture to check against this multi-material's sub-materials.

    Returns boolean

    A boolean specifying if any sub-material of this multi-material uses the texture.

  • isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean
  • Specifies if the material is ready to be used

    Parameters

    • Optional mesh: AbstractMesh

      defines the mesh to check

    • Optional useInstances: boolean

      specifies if instances should be used

    Returns boolean

    a boolean indicating if the material is ready to be used

  • Checks if the material is ready to render the requested sub mesh

    Parameters

    • mesh: AbstractMesh

      Define the mesh the submesh belongs to

    • subMesh: SubMesh

      Define the sub mesh to look readiness for

    • Optional useInstances: boolean

      Define whether or not the material is used with instances

    Returns boolean

    true if ready, otherwise false

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

    Returns void

  • needAlphaBlending(): boolean
  • Specifies whether or not this material should be rendered in alpha blend mode.

    Returns boolean

    a boolean specifying if alpha blending is needed

  • Specifies if the mesh will require alpha blending

    Parameters

    Returns boolean

    a boolean specifying if alpha blending is needed for the mesh

  • needAlphaTesting(): boolean
  • Specifies whether or not this material should be rendered in alpha test mode.

    Returns boolean

    a boolean specifying if an alpha test is needed.

  • resetDrawCache(): void
  • Resets the draw wrappers cache for all submeshes that are using this material

    Returns void

  • serialize(): any
  • Serializes the materials into a JSON representation.

    Returns any

    the JSON representation

  • Sets the required values to the prepass renderer.

    Parameters

    Returns boolean

    true if the pre pass is needed.

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

    Returns void

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

    Returns void

  • Creates a material from parsed material data

    Parameters

    • parsedMaterial: any

      defines parsed material data

    • scene: Scene

      defines the hosting scene

    • rootUrl: string

      defines the root URL to use to load textures

    Returns Nullable<Material>

    a new material

  • 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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