API

Class BackgroundMaterial

Background material used to create an efficient environment around your scene. #157MGZ: simple test

Hierarchy

  • BackgroundMaterialBase
    • BackgroundMaterial
Index
_imageProcessingConfiguration: ImageProcessingConfiguration

Default configuration related to image processing available in the standard Material.

_imageProcessingObserver: Nullable<Observer<ImageProcessingConfiguration>>

Keep track of the image processing observer to allow dispose and replace.

allowShaderHotSwapping: boolean = true

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[]> = null

Stores the animations for the material

checkReadyOnEveryCall: boolean = false

Specifies if the ready state should be checked on each call

checkReadyOnlyOnce: boolean = false

Specifies if the ready state should be checked once

clipPlane: Nullable<Plane>

Gets or sets the active clipplane 1

clipPlane2: Nullable<Plane>

Gets or sets the active clipplane 2

clipPlane3: Nullable<Plane>

Gets or sets the active clipplane 3

clipPlane4: Nullable<Plane>

Gets or sets the active clipplane 4

clipPlane5: Nullable<Plane>

Gets or sets the active clipplane 5

clipPlane6: Nullable<Plane>

Gets or sets the active clipplane 6

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.

depthFunction: number = 0

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

disableColorWrite: boolean = false

Specifies if color writing should be disabled

disableDepthWrite: boolean = false

Specifies if depth writing should be disabled

doNotSerialize: boolean = false

Specifies if the material should be serialized

forceDepthWrite: boolean = false

Specifies if depth writing should be forced

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

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)

metadata: any = null

Gets or sets user defined metadata

name: string

The name of the material

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

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> = null

Callback triggered when an error occurs

pluginManager?: MaterialPluginManager

Plugin manager for this material

pointSize: number = 1.0

Stores the size of points

projectedGroundHeight: number = 10

Defines the height of the projected ground if enableGroundProjection is true.

projectedGroundRadius: number = 1000

Defines the radius of the projected ground if enableGroundProjection is true.

reservedDataStore: any = null

For internal use only. Please do not use.

separateCullingPass: boolean = false

Specifies if there should be a separate pass for culling

shadowDepthWrapper: Nullable<ShadowDepthWrapper> = null

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

sideOrientation: Nullable<number> = null

Stores the value for side orientation

state: string = ""

The state of the material

stencil: MaterialStencilState = ...

Gives access to the stencil properties of the material

switchToBGR: boolean = false

Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB. Setting this flag to true (not done automatically!) will convert it back to RGB.

textureRepetitionHexTilingParams: number[] = ...

Parameters for the hex tiling texture repetition mode (TEXTURE_REPETITION_HEX_TILING). x = rotation strength (0..1, default 1.0) — how much each hex tile is rotated. y = fall-off contrast (0..1, default 0.6) — how much luminance affects blending weight at tile borders. z = exponent (1..20, default 7.0) — controls the sharpness of weight falloff between tiles. w = contrast (0..1, default 0.5) — boost blending contrast via Gain3 (0.5 = neutral, >0.5 = higher contrast).

uniqueId: number

Gets or sets the unique id of the material

useEquirectangularFOV: boolean = false

Enable the FOV adjustment feature controlled by fovMultiplier.

zOffset: number = 0

Stores the z offset Factor value

zOffsetUnits: number = 0

Stores the z offset Units value

AllDirtyFlag: 127 = Constants.MATERIAL_AllDirtyFlag

The all dirty flag value

AttributesDirtyFlag: 8 = Constants.MATERIAL_AttributesDirtyFlag

The dirty attribute flag value

ClockWiseSideOrientation: 0 = Constants.MATERIAL_ClockWiseSideOrientation

Stores the clock-wise side orientation

CounterClockWiseSideOrientation: 1 = Constants.MATERIAL_CounterClockWiseSideOrientation

Stores the counter clock-wise side orientation

ForceVertexOutputInvariant: boolean = false

If true, all materials will have their vertex output set to invariant (see the vertexOutputInvariant property).

FresnelDirtyFlag: 4 = Constants.MATERIAL_FresnelDirtyFlag

The dirty fresnel flag value

ImageProcessingDirtyFlag: 64 = Constants.MATERIAL_ImageProcessingDirtyFlag

The dirty image processing flag value

LightDirtyFlag: 2 = Constants.MATERIAL_LightDirtyFlag

The dirty light flag value

LIGHTFALLOFF_GLTF: 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

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

LIGHTFALLOFF_STANDARD: 2

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

LineListDrawMode: 4 = Constants.MATERIAL_LineListDrawMode

Returns the line list draw mode

LineLoopDrawMode: 5 = Constants.MATERIAL_LineLoopDrawMode

Returns the line loop draw mode

LineStripDrawMode: 6 = Constants.MATERIAL_LineStripDrawMode

Returns the line strip draw mode

MATERIAL_ALPHABLEND: 2

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

MATERIAL_ALPHATEST: 1

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

MATERIAL_ALPHATESTANDBLEND: 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

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

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

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

MiscDirtyFlag: 16 = Constants.MATERIAL_MiscDirtyFlag

The dirty misc flag value

OnEventObservable: Observable<Material> = ...

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

PointFillMode: 2 = Constants.MATERIAL_PointFillMode

Returns the point fill mode

PointListDrawMode: 3 = Constants.MATERIAL_PointListDrawMode

Returns the point list draw mode

PrePassDirtyFlag: 32 = Constants.MATERIAL_PrePassDirtyFlag

The dirty prepass flag value

StandardReflectance0: number = 0.05

Standard reflectance value at parallel view angle.

StandardReflectance90: number = 0.5

Standard reflectance value at grazing angle.

TextureDirtyFlag: 1 = Constants.MATERIAL_TextureDirtyFlag

The dirty texture flag value

TriangleFanDrawMode: 8 = Constants.MATERIAL_TriangleFanDrawMode

Returns the triangle fan draw mode

TriangleFillMode: 0 = Constants.MATERIAL_TriangleFillMode

Returns the triangle fill mode

TriangleStripDrawMode: 7 = Constants.MATERIAL_TriangleStripDrawMode

Returns the triangle strip draw mode

WireFrameFillMode: 1 = Constants.MATERIAL_WireFrameFillMode

Returns the wireframe mode

  • get alphaMode(): number

    Gets the value of the alpha mode

    Returns number

  • set alphaMode(value: number): void

    Sets the value of the alpha mode.

    ValueTypeDescription
    0ALPHA_DISABLE
    1ALPHA_ADDDefines that alpha blending is COLOR=SRC_ALPHA * SRC + DEST, ALPHA=DEST_ALPHA
    2ALPHA_COMBINEDefines that alpha blending is COLOR=SRC_ALPHA * SRC + (1 - SRC_ALPHA) * DEST, ALPHA=SRC_ALPHA + DEST_ALPHA
    3ALPHA_SUBTRACTDefines that alpha blending is COLOR=(1 - SRC) * DEST, ALPHA=SRC_ALPHA + DEST_ALPHA
    4ALPHA_MULTIPLYDefines that alpha blending is COLOR=DEST * SRC, ALPHA=SRC_ALPHA + DEST_ALPHA
    5ALPHA_MAXIMIZEDDefines that alpha blending is COLOR=SRC_ALPHA * SRC + (1 - SRC) * DEST, ALPHA=SRC_ALPHA + DEST_ALPHA
    6ALPHA_ONEONEDefines that alpha blending is COLOR=SRC + DEST, ALPHA=DEST_ALPHA
    7ALPHA_PREMULTIPLIEDDefines that alpha blending is COLOR=SRC + (1 - SRC_ALPHA) * DEST, ALPHA=SRC_ALPHA + DEST_ALPHA
    8ALPHA_PREMULTIPLIED_PORTERDUFFDefines that alpha blending is COLOR=SRC + (1 - SRC_ALPHA) * DEST, ALPHA=SRC_ALPHA + (1 - SRC_ALPHA) * DEST_ALPHA
    9ALPHA_INTERPOLATEDefines that alpha blending is COLOR=CST * SRC + (1 - CST) * DEST, ALPHA=CST_ALPHA * SRC + (1 - CST_ALPHA) * DEST_ALPHA
    10ALPHA_SCREENMODEDefines that alpha blending is COLOR=SRC + (1 - SRC) * DEST, ALPHA=SRC_ALPHA + (1 - SRC_ALPHA) * DEST_ALPHA
    11ALPHA_ONEONE_ONEONEDefines that alpha blending is COLOR=SRC + DST, ALPHA=SRC_ALPHA + DEST_ALPHA
    12ALPHA_ALPHATOCOLORDefines that alpha blending is COLOR=DEST_ALPHA * SRC + DST, ALPHA=0
    13ALPHA_REVERSEONEMINUSDefines that alpha blending is COLOR=(1 - DEST) * SRC + (1 - SRC) * DEST, ALPHA=(1 - DEST_ALPHA) * SRC_ALPHA + (1 - SRC_ALPHA) * DEST_ALPHA
    14ALPHA_SRC_DSTONEMINUSSRCALPHADefines that alpha blending is ALPHA=SRC + (1 - SRC ALPHA) * DEST, ALPHA=SRC_ALPHA + (1 - SRC ALPHA) * DEST_ALPHA
    15ALPHA_ONEONE_ONEZERODefines that alpha blending is COLOR=SRC + DST, ALPHA=SRC_ALPHA
    16ALPHA_EXCLUSIONDefines that alpha blending is COLOR=(1 - DEST) * SRC + (1 - SRC) * DEST, ALPHA=DEST_ALPHA
    17ALPHA_LAYER_ACCUMULATEDefines that alpha blending is COLOR=SRC_ALPHA * SRC + (1 - SRC ALPHA) * DEST, ALPHA=SRC_ALPHA + (1 - SRC_ALPHA) * DEST_ALPHA
    18ALPHA_MINDefines that alpha blending is COLOR=MIN(SRC, DEST), ALPHA=MIN(SRC_ALPHA, DEST_ALPHA)
    19ALPHA_MAXDefines that alpha blending is COLOR=MAX(SRC, DEST), ALPHA=MAX(SRC_ALPHA, DEST_ALPHA)
    20ALPHA_DUAL_SRC0_ADD_SRC1xDSTDefines that alpha blending uses dual source blending and is COLOR=SRC + SRC1 * DEST, ALPHA=DST_ALPHA
    21ALPHA_REPLACE_COLORDefines that alpha blending is COLOR=SRC, ALPHA=SRC_ALPHA + (1 - SRC_ALPHA) * DEST_ALPHA

    Parameters

    • value: number

    Returns void

  • get 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.

    Returns Nullable<ColorCurves>

  • set cameraColorCurves(value: Nullable<ColorCurves>): void

    The color grading curves provide additional color adjustment 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.

    Parameters

    Returns void

  • get 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.

    Returns number

  • set cameraExposure(value: number): void

    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.

    Parameters

    • value: number

    Returns void

diffuseTexture: Nullable<BaseTexture>

Diffuse Texture used in the material. Should be author in a specific way for the best result (refer to the documentation).

enableGroundProjection: boolean

Enables the ground projection mode on the material.

enableNoise: boolean

This helps reducing the banding effect that could occur on the background.

  • get isVertexOutputInvariant(): boolean

    Gets or sets the vertex output invariant state Setting this property to true will force the shader compiler to disable some optimization to make sure the vertex output is always calculated the same way across different compilation units. You may need to enable this option if you are seeing some depth artifacts when using a depth pre-pass, for e.g. Note that this may have an impact on performance, so leave this option disabled if not needed.

    Returns boolean

  • set isVertexOutputInvariant(value: boolean): void

    Parameters

    • value: boolean

    Returns void

maxSimultaneousLights: number

Number of Simultaneous lights allowed on the material.

opacityFresnel: boolean

This helps specifying that the material is falling off to the sky box at grazing angle. This helps ensuring a nice transition when the camera goes under the ground.

primaryColor: Color3

Key light Color (multiply against the environment texture)

reflectionAmount: number

This specifies the weight of the reflection against the background in case of reflection Fresnel.

reflectionBlur: number

Reflection Texture level of blur.

Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the texture twice.

reflectionFalloffDistance: number

This helps specifying the falloff radius off the reflection texture from the sceneCenter. This helps adding a nice falloff effect to the reflection if used as a mirror for instance.

reflectionFresnel: boolean

This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle. This helps adding a mirror texture on the ground.

reflectionReflectance0: number

This specifies the weight of the reflection at grazing angle.

reflectionReflectance90: number

This specifies the weight of the reflection at a perpendicular point of view.

reflectionTexture: Nullable<BaseTexture>

Reflection Texture used in the material. Should be author in a specific way for the best result (refer to the documentation).

sceneCenter: Vector3

In case of opacity Fresnel or reflection falloff, this is use as a scene center. It is usually zero but might be interesting to modify according to your setup.

shadowLevel: number

Helps adjusting the shadow to a softer level if required. 0 means black shadows and 1 means no shadows.

shadowLights: Nullable<IShadowLight[]>

Specify the list of lights casting shadow on the material. All scene shadow lights will be included if null.

shadowOnly: boolean

Make the material only render shadows

useRGBColor: boolean

Helps to directly use the maps channels instead of their level.

  • get useVertexPulling(): boolean

    Tells the engine to draw geometry using vertex pulling instead of index drawing. This will automatically set the vertex buffers as storage buffers and make them accessible to the vertex shader (WebGPU only).

    Returns boolean

  • set useVertexPulling(value: boolean): void

    Parameters

    • value: boolean

    Returns void

  • This allows you to modify the material without marking it as dirty after every change. This function should be used if you need to make more than one dirty-enabling change to the material - adding a texture, setting a new fill mode and so on. The callback will pass the material as an argument, so you can make your changes to it.

    Parameters

    • callback: (material: this) => void

      the callback to be executed that will update the material

    Returns void

  • Binds the view matrix to the effect

    Parameters

    • effect: Effect

      defines the effect to bind the view matrix to

    • OptionalvariableName: string

      name of the shader variable that will hold the eye position

    Returns 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

  • Dispose the material.

    Parameters

    • forceDisposeEffect: boolean = false

      Force disposal of the associated effect.

    • forceDisposeTextures: boolean = false

      Force disposal of the associated textures.

    Returns void

  • Force shader compilation

    Parameters

    • mesh: AbstractMesh

      defines the mesh associated with this material

    • OptionalonCompiled: (material: Material) => void

      defines a function to execute once the material is compiled

    • Optionaloptions: Partial<IMaterialCompilationOptions>

      defines the options to configure the compilation

    • OptionalonError: (reason: string) => void

      defines a function to execute if the material fails compiling

    Returns void

  • Locks updates for the material.

    Note: while a material is frozen, the scene can still rebind it at least once per camera render (and again whenever another material was bound in between). What can be skipped while the frozen material stays cached are per-mesh updates performed during a rebind.

    This includes per-mesh morph target influences. If the same frozen material is shared across several meshes that each have different per-mesh morph influences, only the mesh that triggers the rebind updates those values. Other meshes rendered afterward with the same cached frozen material may reuse stale influences and render with the wrong values.

    For that scenario either keep the material unfrozen, clone the material per mesh and freeze each clone, or unfreeze() before changing influences and freeze() again afterwards.

    Returns void

  • Specifies if the material is ready to be used

    Parameters

    • Optionalmesh: AbstractMesh

      defines the mesh to check

    • OptionaluseInstances: boolean

      specifies if instances should be used

    Returns boolean

    a boolean indicating if the material is ready to be used

  • Checks whether the material is ready to be rendered for a given mesh.

    Parameters

    • mesh: AbstractMesh

      The mesh to render

    • subMesh: SubMesh

      The submesh to check against

    • useInstances: boolean = false

      Specify wether or not the material is used with instances

    Returns boolean

    true if all the dependencies are ready (Textures, Effects...)

  • 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

  • Marks the material to indicate that it needs to be re-calculated

    Parameters

    • forceMaterialDirty: boolean = false

      Forces the material to be marked as dirty for all components (same as this.markAsDirty(Material.AllDirtyFlag)). You should use this flag if the material is frozen and you want to force a recompilation.

    Returns void

  • Specifies if material alpha testing should be turned on for the mesh

    Parameters

    Returns boolean

    a boolean specifying if alpha testing should be turned on for the mesh

  • Sets the value of the alpha mode for a specific target index.

    Parameters

    • value: number

      The alpha mode value to set.

    • targetIndex: number = 0

      The index of the target to set the alpha mode for. Defaults to 0.

    Returns void

  • Returns a string representation of the current material

    Parameters

    • OptionalfullDetails: boolean

      defines a boolean indicating which levels of logging is desired

    Returns string

    a string with material information

  • Parses the alpha mode from the material data to parse

    Parameters

    • parsedMaterial: any

      defines the material data to parse

    • material: Material

      defines the material to update

    Returns void