Options
All
  • Public
  • Public/Protected
  • All
Menu

The PBR material of BJS following the metal roughness convention.

Hierarchy

Index

Constructors

Properties

Accessors

Methods

Constructors

Properties

_albedoColor: Color3

AKA Diffuse Color in other nomenclature.

internal
_albedoTexture: Nullable<BaseTexture>

AKA Diffuse Texture in standard nomenclature.

internal
_alphaCutOff: number

Defines the alpha limits in alpha test mode.

internal
_ambientColor: Color3

The color of a material in ambient lighting.

internal
_ambientTexture: Nullable<BaseTexture>

AKA Occlusion Texture in other nomenclature.

internal
_ambientTextureImpactOnAnalyticalLights: number

Defines how much the AO map is occluding the analytical lights (point spot...). 1 means it completely occludes it 0 mean it has no impact

internal
_ambientTextureStrength: number

AKA Occlusion Texture Intensity in other nomenclature.

internal
_bumpTexture: Nullable<BaseTexture>

Stores surface normal data used to displace a mesh in a texture.

internal
_callbackPluginEventBindForSubMesh: ((eventData: MaterialPluginBindForSubMesh) => void)

Type declaration

_callbackPluginEventFillRenderTargetTextures: ((eventData: MaterialPluginFillRenderTargetTextures) => void)

Type declaration

_callbackPluginEventHardBindForSubMesh: ((eventData: MaterialPluginHardBindForSubMesh) => void)

Type declaration

_callbackPluginEventHasRenderTargetTextures: ((eventData: MaterialPluginHasRenderTargetTextures) => void)

Type declaration

_callbackPluginEventIsReadyForSubMesh: ((eventData: MaterialPluginIsReadyForSubMesh) => void)

Type declaration

_callbackPluginEventPrepareDefines: ((eventData: MaterialPluginPrepareDefines) => void)

Type declaration

_callbackPluginEventPrepareDefinesBeforeAttributes: ((eventData: MaterialPluginPrepareDefines) => void)

Type declaration

_directIntensity: number

Intensity of the direct lights e.g. the four lights available in your scene. This impacts both the direct diffuse and specular highlights.

internal
_dirtyCallbacks: {}
internal

Type declaration

  • [code: number]: (() => void)
      • (): void
      • Returns void

_disableBumpMap: boolean

Debug Control allowing disabling the bump map on this material.

internal
_disableLighting: boolean

If sets to true, disables all the lights affecting the material.

internal
_emissiveColor: Color3

The color applied when light is emitted from a material.

internal
_emissiveIntensity: number

Intensity of the emissive part of the material. This helps controlling the emissive effect without modifying the emissive color.

internal
_emissiveTexture: Nullable<BaseTexture>

Stores the emissive values in a texture.

internal
_enableSpecularAntiAliasing: boolean

Enables specular anti aliasing in the PBR shader. It will both interacts on the Geometry for analytical and IBL lighting. It also prefilter the roughness map based on the bump values.

internal
_environmentBRDFTexture: Nullable<BaseTexture>

Specifies the environment BRDF texture used to compute the scale and offset roughness values from cos theta and roughness: http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf

internal
_environmentIntensity: number

Intensity of the environment e.g. how much the environment will light the object either through harmonics for rough material or through the reflection for shiny ones.

internal
_forceAlphaTest: boolean

Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.

internal
_forceIrradianceInFragment: boolean

Force the shader to compute irradiance in the fragment shader in order to take bump in account.

internal
_forceNormalForward: boolean

Force normal to face away from face.

internal
_indexInSceneMaterialArray: number
internal
_invertNormalMapX: boolean

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

internal
_invertNormalMapY: boolean

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

internal
_lightFalloff: number

Defines the falloff type used in this material. It by default is Physical.

internal
_lightmapTexture: Nullable<BaseTexture>

Stores the pre-calculated light information of a mesh in a texture.

internal
_loadedUniqueId: string
internal
_maxSimultaneousLights: number

Number of Simultaneous lights allowed on the material.

internal
_metallic: Nullable<number>

Specifies the metallic scalar of the metallic/roughness workflow. Can also be used to scale the metalness values of the metallic texture.

internal
_metallicF0Factor: number

In metallic workflow, specifies an F0 factor to help configuring the material F0. By default the indexOfrefraction is used to compute F0;

This is used as a factor against the default reflectance at normal incidence to tweak it.

F0 = defaultF0 * metallicF0Factor * metallicReflectanceColor; F90 = metallicReflectanceColor;

internal
_metallicReflectanceColor: Color3

In metallic workflow, specifies an F90 color to help configuring the material F90. By default the F90 is always 1;

Please note that this factor is also used as a factor against the default reflectance at normal incidence.

F0 = defaultF0 * metallicF0Factor * metallicReflectanceColor F90 = metallicReflectanceColor;

internal
_metallicReflectanceTexture: Nullable<BaseTexture>

Defines to store metallicReflectanceColor in RGB and metallicF0Factor in A This is multiply against the scalar values defined in the material.

internal
_metallicTexture: Nullable<BaseTexture>

Used to switch from specular/glossiness to metallic/roughness workflow.

internal
_microSurface: number

AKA Glossiness in other nomenclature.

internal
_microSurfaceTexture: Nullable<BaseTexture>

Used to enable roughness/glossiness fetch from a separate channel depending on the current mode. Gray Scale represents roughness in metallic mode and glossiness in specular mode.

internal
_opacityTexture: Nullable<BaseTexture>

Stores the alpha values in a texture.

internal
_parallaxScaleBias: number

Controls the scale bias of the parallax mode.

internal
_parentContainer: Nullable<AbstractScene>
internal
_reflectanceTexture: Nullable<BaseTexture>

Defines to store reflectanceColor in RGB This is multiplied against the scalar values defined in the material. If both _reflectanceTexture and _metallicReflectanceTexture textures are provided and _useOnlyMetallicFromMetallicReflectanceTexture is false, _metallicReflectanceTexture takes precedence and _reflectanceTexture is not used

internal
_reflectionColor: Color3

The color applied when light is reflected from a material.

internal
_reflectionTexture: Nullable<BaseTexture>

Stores the reflection values in a texture.

internal
_reflectivityColor: Color3

AKA Specular Color in other nomenclature.

internal
_reflectivityTexture: Nullable<BaseTexture>

AKA Specular texture in other nomenclature.

internal
_roughness: Nullable<number>

Specifies the roughness scalar of the metallic/roughness workflow. Can also be used to scale the roughness values of the metallic texture.

internal
_specularIntensity: number

This is a special control allowing the reduction of the specular highlights coming from the four lights of the scene. Those highlights may not be needed in full environment lighting.

internal
_storeEffectOnSubMeshes: boolean
internal
_twoSidedLighting: boolean

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

internal
_uniformBuffer: UniformBuffer

Stores the uniform buffer

internal
_uniformBufferLayoutBuilt: boolean
internal
_useAlphaFresnel: boolean

A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested. And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)

internal
_useAlphaFromAlbedoTexture: boolean

Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.

internal
_useAmbientInGrayScale: boolean

Specifies if the ambient texture contains the ambient occlusion information in its red channel only.

internal
_useAmbientOcclusionFromMetallicTextureRed: boolean

Specifies if the metallic texture contains the ambient occlusion information in its red channel.

internal
_useAutoMicroSurfaceFromReflectivityMap: boolean

In case the reflectivity map does not contain the microsurface information in its alpha channel, The material will try to infer what glossiness each pixel should be.

internal
_useHorizonOcclusion: boolean

This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal makes the reflect vector face the model (under horizon).

internal
_useLightmapAsShadowmap: boolean

Specifies that the material will use the light map as a show map.

internal
_useLinearAlphaFresnel: boolean

A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested. And/Or occlude the blended part. (alpha stays linear to compute the fresnel)

internal
_useMetallnessFromMetallicTextureBlue: boolean

Specifies if the metallic texture contains the metallness information in its blue channel.

internal
_useMicroSurfaceFromReflectivityMapAlpha: boolean

Specifies if the reflectivity texture contains the glossiness information in its alpha channel.

internal
_useObjectSpaceNormalMap: boolean

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

internal
_useOnlyMetallicFromMetallicReflectanceTexture: boolean

Specifies that only the A channel from _metallicReflectanceTexture should be used. If false, both RGB and A channels will be used

internal
_useParallax: boolean

Allows using the bump map in parallax mode.

internal
_useParallaxOcclusion: boolean

Allows using the bump map in parallax occlusion mode.

internal
_useRadianceOcclusion: boolean

This parameters will enable/disable radiance occlusion by preventing the radiance to lit too much the area relying on ambient texture to define their ambient occlusion.

internal
_useRadianceOverAlpha: boolean

Specifies that the material will keeps the reflection highlights over a transparent surface (only the most luminous ones). A car glass is a good example of that. When the street lights reflects on it you can not see what is behind.

internal
_useRoughnessFromMetallicTextureAlpha: boolean

Specifies if the metallic texture contains the roughness information in its alpha channel.

internal
_useRoughnessFromMetallicTextureGreen: boolean

Specifies if the metallic texture contains the roughness information in its green channel.

internal
_useSpecularOverAlpha: boolean

Specifies that the material will keeps the specular highlights over a transparent surface (only the most luminous ones). A car glass is a good example of that. When sun reflects on it you can not see what is behind.

internal
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)

alphaCutOff: number

Defines the alpha limits in alpha test mode.

animations: Nullable<Animation[]>

Stores the animations for the material

Defines the anisotropic parameters for the material.

baseColor: Color3

The base color has two different interpretations depending on the value of metalness. When the material is a metal, the base color is the specific measured reflectance value at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color of the material.

baseTexture: Nullable<BaseTexture>

Base texture of the metallic workflow. It contains both the baseColor information in RGB as well as opacity information in the alpha channel.

Defines the BRDF parameters 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

Defines the clear coat layer parameters for the material.

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

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

Type declaration

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

      Parameters

      Returns string

debugMode: number
internal

This is reserved for the inspector. Defines the material debug mode. It helps seeing only some components of the material while troubleshooting.

depthFunction: number

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

Defines the detail map parameters for the material.

disableColorWrite: boolean

Specifies if color writing should be disabled

disableDepthWrite: boolean

Specifies if depth writing should be disabled

disableLighting: boolean

If sets to true, disables all the lights affecting the material.

doNotSerialize: boolean

Specifies if the material should be serialized

emissiveColor: Color3

Emissivie color used to self-illuminate the model.

emissiveTexture: Nullable<BaseTexture>

Emissivie texture used to self-illuminate the model.

environmentTexture: Nullable<BaseTexture>

Environment Texture used in the material (this is use for both reflection and environment lighting).

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

invertNormalMapX: boolean

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

invertNormalMapY: boolean

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

Defines the iridescence layer parameters for the material.

lightmapTexture: Nullable<BaseTexture>

Stores the pre-calculated light information of a mesh in a texture.

maxSimultaneousLights: number

Number of Simultaneous lights allowed on the material.

meshMap: Nullable<{}>
internal
metadata: any

Gets or sets user defined metadata

metallic: number

Specifies the metallic scalar value of the material. Can also be used to scale the metalness values of the metallic texture.

metallicRoughnessTexture: Nullable<BaseTexture>

Texture containing both the metallic value in the B channel and the roughness value in the G channel to keep better precision.

name: string

The name of the material

normalTexture: Nullable<BaseTexture>

Normal map used in the model.

occlusionStrength: number

Occlusion Channel Strength.

occlusionTexture: Nullable<BaseTexture>

Occlusion Texture of the material (adding extra occlusion effects).

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

prePassConfiguration: PrePassConfiguration

Defines additional PrePass parameters for the material.

reservedDataStore: any

For internal use only. Please do not use.

roughness: number

Specifies the roughness scalar value of the material. Can also be used to scale the roughness values of the metallic texture.

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

Defines the Sheen parameters for the material.

sideOrientation: number

Stores the value for side orientation

state: string

The state of the material

Gives access to the stencil properties of the material

Defines the SubSurface parameters for the material.

uniqueId: number

Gets or sets the unique id of the material

useLightmapAsShadowmap: boolean

If true, the light map contains occlusion information instead of lighting info.

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

DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number

Defines the default value of how much AO map is occluding the analytical lights (point spot...).

FresnelDirtyFlag: 4 = 4

The dirty fresnel flag value

LIGHTFALLOFF_GLTF: 1 = 1

PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document to enhance interoperability with other engines.

LIGHTFALLOFF_PHYSICAL: 0 = 0

PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.

LIGHTFALLOFF_STANDARD: 2 = 2

PBRMaterialLightFalloff Standard: light is falling off like in the standard material to enhance interoperability with other materials.

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)

PBRMATERIAL_ALPHABLEND: 2 = 2

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

PBRMATERIAL_ALPHATEST: 1 = 1

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

PBRMATERIAL_ALPHATESTANDBLEND: 3 = 3

PBRMaterialTransparencyMode: 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.

PBRMATERIAL_OPAQUE: 0 = 0

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

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
  • Can this material render to several textures at once

    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 doubleSided(): boolean
  • set doubleSided(value: boolean): void
  • Gets the current double sided mode.

    Returns boolean

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

    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

  • get realTimeFiltering(): boolean
  • set realTimeFiltering(b: boolean): void
  • Enables realtime filtering on the texture.

    Returns boolean

  • Enables realtime filtering on the texture.

    Parameters

    • b: boolean

    Returns void

  • get realTimeFilteringQuality(): number
  • set realTimeFilteringQuality(n: number): void
  • Quality switch for realtime filtering

    Returns number

  • Quality switch for realtime filtering

    Parameters

    • n: number

    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 useLogarithmicDepth(): boolean
  • set useLogarithmicDepth(value: boolean): void
  • Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.

    Returns boolean

  • Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.

    Parameters

    • value: boolean

    Returns void

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

  • Sets the state of wireframe mode

    Parameters

    • value: boolean

    Returns void

Methods

  • 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

  • bindOnlyNormalMatrix(normalMatrix: Matrix): void
  • bindOnlyWorldMatrix(world: Matrix): 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
  • dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void
  • Disposes the resources of the material.

    Parameters

    • Optional forceDisposeEffect: boolean

      Forces the disposal of effects.

    • Optional forceDisposeTextures: boolean

      Forces the disposal of all textures.

    Returns void

  • freeze(): void
  • getClassName(): string
  • Checks to see if a texture is used in the material.

    Parameters

    Returns boolean

    • Boolean specifying if a texture is used in the material.
  • isMetallicWorkflow(): boolean
  • Specifies if the material uses metallic roughness workflow.

    Returns boolean

    boolean specifying if the material uses metallic roughness workflow.

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

    Parameters

    Returns boolean

    a boolean indicating if the material is ready to be used

  • Specifies that the submesh is ready to be used.

    Parameters

    • mesh: AbstractMesh

      BJS mesh.

    • subMesh: SubMesh

      A submesh of the BJS mesh. Used to check if it is ready.

    • Optional useInstances: boolean

      Specifies that instances should be used.

    Returns boolean

    • boolean indicating that the submesh is ready or not.
  • 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

  • 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

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

    Returns void

  • serialize(): any
  • setPrePassRenderer(): boolean
  • 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

Legend

  • Inherited constructor
  • Inherited property
  • Inherited method
  • Inherited accessor
  • Constructor
  • Property
  • Method
  • Property
  • Method
  • Static method

Settings

Theme