Class PBRMaterial
Hierarchy (View Summary)
- PBRBaseMaterial
- PBRMaterial
Index
Constructors
Properties
Accessors
Methods
Constructors
constructor
-
Instantiates a new PBRMaterial instance.
Parameters
- name: string
The material name
Optionalscene: SceneThe scene the material will be use in.
- forceGLSL: boolean = false
Use the GLSL code generation for the shader (even on WebGPU). Default is false
Returns PBRMaterial
- name: string
Properties
_ image Processing Configuration
Default configuration related to image processing available in the standard Material.
_ image Processing Observer
Keep track of the image processing observer to allow dispose and replace.
allow Shader Hot Swapping
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
Stores the animations for the material
Readonlyanisotropy
Defines the anisotropic parameters for the material.
Readonlybrdf
Defines the BRDF parameters for the material.
check Ready On Every Call
Specifies if the ready state should be checked on each call
check Ready Only Once
Specifies if the ready state should be checked once
Readonlyclear Coat
Defines the clear coat layer parameters for the material.
clip Plane
Gets or sets the active clipplane 1
clip Plane2
Gets or sets the active clipplane 2
clip Plane3
Gets or sets the active clipplane 3
clip Plane4
Gets or sets the active clipplane 4
clip Plane5
Gets or sets the active clipplane 5
clip Plane6
Gets or sets the active clipplane 6
custom Shader Name Resolve
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.
decal Map
Defines the decal map parameters for the material.
depth Function
Specifies the depth function that should be used. 0 means the default engine function
Readonlydetail Map
Defines the detail map parameters for the material.
disable Color Write
Specifies if color writing should be disabled
disable Depth Write
Specifies if depth writing should be disabled
do Not Serialize
Specifies if the material should be serialized
force Depth Write
Specifies if depth writing should be forced
get Render Target Textures
Callback triggered to get the render target textures
id
The ID of the material
inspectable Custom Properties
List of inspectable custom properties (used by the Inspector)
Readonlyiridescence
Defines the iridescence layer parameters for the material.
metadata
Gets or sets user defined metadata
name
The name of the material
on Compiled
Callback triggered when the material is compiled
on Dispose Observable
An event triggered when the material is disposed
on Error
Callback triggered when an error occurs
Optionalplugin Manager
Plugin manager for this material
point Size
Stores the size of points
Readonlypre Pass Configuration
Defines additional PrePass parameters for the material.
reserved Data Store
For internal use only. Please do not use.
separate Culling Pass
Specifies if there should be a separate pass for culling
shadow Depth Wrapper
Custom shadow depth material to use for shadow rendering instead of the in-built one
Readonlysheen
Defines the Sheen parameters for the material.
side Orientation
Stores the value for side orientation
state
The state of the material
Readonlystencil
Gives access to the stencil properties of the material
Readonlysub Surface
Defines the SubSurface parameters for the material.
texture Repetition Hex Tiling Params
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).
unique Id
Gets or sets the unique id of the material
z Offset
Stores the z offset Factor value
z Offset Units
Stores the z offset Units value
Static ReadonlyAll Dirty Flag
The all dirty flag value
Static ReadonlyAttributes Dirty Flag
The dirty attribute flag value
Static ReadonlyClock Wise Side Orientation
Stores the clock-wise side orientation
Static ReadonlyCounter Clock Wise Side Orientation
Stores the counter clock-wise side orientation
StaticDEFAULT_ AO_ ON_ ANALYTICAL_ LIGHTS
Defines the default value of how much AO map is occluding the analytical lights (point spot...).
StaticForce GLSL
Force all the PBR materials to compile to glsl even on WebGPU engines. False by default. This is mostly meant for backward compatibility.
StaticForce Vertex Output Invariant
If true, all materials will have their vertex output set to invariant (see the vertexOutputInvariant property).
Static ReadonlyFresnel Dirty Flag
The dirty fresnel flag value
Static ReadonlyImage Processing Dirty Flag
The dirty image processing flag value
Static ReadonlyLight Dirty Flag
The dirty light flag value
Static ReadonlyLIGHTFALLOFF_ GLTF
PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document to enhance interoperability with other engines.
Static ReadonlyLIGHTFALLOFF_ PHYSICAL
PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
Static ReadonlyLIGHTFALLOFF_ STANDARD
PBRMaterialLightFalloff Standard: light is falling off like in the standard material to enhance interoperability with other materials.
Static ReadonlyLine List Draw Mode
Returns the line list draw mode
Static ReadonlyLine Loop Draw Mode
Returns the line loop draw mode
Static ReadonlyLine Strip Draw Mode
Returns the line strip draw mode
Static ReadonlyMATERIAL_ ALPHABLEND
MaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
Static ReadonlyMATERIAL_ ALPHATEST
MaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
Static ReadonlyMATERIAL_ ALPHATESTANDBLEND
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.
Static ReadonlyMATERIAL_ NORMALBLENDMETHOD_ RNM
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/
Static ReadonlyMATERIAL_ NORMALBLENDMETHOD_ WHITEOUT
The Whiteout method is used to blend normals. Details of the algorithm can be found here: https://blog.selfshadow.com/publications/blending-in-detail/
Static ReadonlyMATERIAL_ OPAQUE
MaterialTransparencyMode: No transparency mode, Alpha channel is not use.
Static ReadonlyMisc Dirty Flag
The dirty misc flag value
StaticOn Event Observable
Event observable which raises global events common to all materials (like MaterialPluginEvent.Created)
Static ReadonlyPBRMATERIAL_ ALPHABLEND
PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
Static ReadonlyPBRMATERIAL_ ALPHATEST
PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
Static ReadonlyPBRMATERIAL_ ALPHATESTANDBLEND
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.
Static ReadonlyPBRMATERIAL_ OPAQUE
PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
Static ReadonlyPoint Fill Mode
Returns the point fill mode
Static ReadonlyPoint List Draw Mode
Returns the point list draw mode
Static ReadonlyPre Pass Dirty Flag
The dirty prepass flag value
Static ReadonlyTexture Dirty Flag
The dirty texture flag value
Static ReadonlyTriangle Fan Draw Mode
Returns the triangle fan draw mode
Static ReadonlyTriangle Fill Mode
Returns the triangle fill mode
Static ReadonlyTriangle Strip Draw Mode
Returns the triangle strip draw mode
Static ReadonlyWire Frame Fill Mode
Returns the wireframe mode
Accessors
albedo Color
AKA Diffuse Color in other nomenclature.
albedo Texture
AKA Diffuse Texture in standard nomenclature.
alpha
-
get alpha(): number
Gets the alpha value of the material
Returns number
-
set alpha(value: number): void
Sets the alpha value of the material
Parameters
- value: number
Returns void
alpha Cut Off
Defines the alpha limits in alpha test mode.
alpha 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.
Value Type Description 0 ALPHA_DISABLE 1 ALPHA_ADD Defines that alpha blending is COLOR=SRC_ALPHA * SRC + DEST, ALPHA=DEST_ALPHA 2 ALPHA_COMBINE Defines that alpha blending is COLOR=SRC_ALPHA * SRC + (1 - SRC_ALPHA) * DEST, ALPHA=SRC_ALPHA + DEST_ALPHA 3 ALPHA_SUBTRACT Defines that alpha blending is COLOR=(1 - SRC) * DEST, ALPHA=SRC_ALPHA + DEST_ALPHA 4 ALPHA_MULTIPLY Defines that alpha blending is COLOR=DEST * SRC, ALPHA=SRC_ALPHA + DEST_ALPHA 5 ALPHA_MAXIMIZED Defines that alpha blending is COLOR=SRC_ALPHA * SRC + (1 - SRC) * DEST, ALPHA=SRC_ALPHA + DEST_ALPHA 6 ALPHA_ONEONE Defines that alpha blending is COLOR=SRC + DEST, ALPHA=DEST_ALPHA 7 ALPHA_PREMULTIPLIED Defines that alpha blending is COLOR=SRC + (1 - SRC_ALPHA) * DEST, ALPHA=SRC_ALPHA + DEST_ALPHA 8 ALPHA_PREMULTIPLIED_PORTERDUFF Defines that alpha blending is COLOR=SRC + (1 - SRC_ALPHA) * DEST, ALPHA=SRC_ALPHA + (1 - SRC_ALPHA) * DEST_ALPHA 9 ALPHA_INTERPOLATE Defines that alpha blending is COLOR=CST * SRC + (1 - CST) * DEST, ALPHA=CST_ALPHA * SRC + (1 - CST_ALPHA) * DEST_ALPHA 10 ALPHA_SCREENMODE Defines that alpha blending is COLOR=SRC + (1 - SRC) * DEST, ALPHA=SRC_ALPHA + (1 - SRC_ALPHA) * DEST_ALPHA 11 ALPHA_ONEONE_ONEONE Defines that alpha blending is COLOR=SRC + DST, ALPHA=SRC_ALPHA + DEST_ALPHA 12 ALPHA_ALPHATOCOLOR Defines that alpha blending is COLOR=DEST_ALPHA * SRC + DST, ALPHA=0 13 ALPHA_REVERSEONEMINUS Defines that alpha blending is COLOR=(1 - DEST) * SRC + (1 - SRC) * DEST, ALPHA=(1 - DEST_ALPHA) * SRC_ALPHA + (1 - SRC_ALPHA) * DEST_ALPHA 14 ALPHA_SRC_DSTONEMINUSSRCALPHA Defines that alpha blending is ALPHA=SRC + (1 - SRC ALPHA) * DEST, ALPHA=SRC_ALPHA + (1 - SRC ALPHA) * DEST_ALPHA 15 ALPHA_ONEONE_ONEZERO Defines that alpha blending is COLOR=SRC + DST, ALPHA=SRC_ALPHA 16 ALPHA_EXCLUSION Defines that alpha blending is COLOR=(1 - DEST) * SRC + (1 - SRC) * DEST, ALPHA=DEST_ALPHA 17 ALPHA_LAYER_ACCUMULATE Defines that alpha blending is COLOR=SRC_ALPHA * SRC + (1 - SRC ALPHA) * DEST, ALPHA=SRC_ALPHA + (1 - SRC_ALPHA) * DEST_ALPHA 18 ALPHA_MIN Defines that alpha blending is COLOR=MIN(SRC, DEST), ALPHA=MIN(SRC_ALPHA, DEST_ALPHA) 19 ALPHA_MAX Defines that alpha blending is COLOR=MAX(SRC, DEST), ALPHA=MAX(SRC_ALPHA, DEST_ALPHA) 20 ALPHA_DUAL_SRC0_ADD_SRC1xDST Defines that alpha blending uses dual source blending and is COLOR=SRC + SRC1 * DEST, ALPHA=DST_ALPHA 21 ALPHA_REPLACE_COLOR Defines that alpha blending is COLOR=SRC, ALPHA=SRC_ALPHA + (1 - SRC_ALPHA) * DEST_ALPHA Parameters
- value: number
Returns void
alpha Modes
-
get alphaModes(): readonly number[]
Gets the list of alpha modes (length greater than 1 for multi-targets)
Returns readonly number[]
ambient Color
The color of a material in ambient lighting.
ambient Texture
AKA Occlusion Texture in other nomenclature.
ambient Texture Impact On Analytical Lights
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
ambient Texture Strength
AKA Occlusion Texture Intensity in other nomenclature.
apply Decal Map After Detail Map
If sets to true, the decal map will be applied after the detail map. Else, it is applied before (default: false)
back Face Culling
-
get backFaceCulling(): boolean
Gets the culling state
Returns boolean
-
set backFaceCulling(value: boolean): void
Sets the culling state (true to enable culling, false to disable)
Parameters
- value: boolean
Returns void
base Diffuse Roughness
OpenPBR Base Diffuse Roughness (roughness of the diffuse lobe).
base Diffuse Roughness Texture
OpenPBR Base Diffuse Roughness texture (roughness of the diffuse lobe).
base Weight
OpenPBR Base Weight (multiplier to the diffuse and metal lobes).
base Weight Texture
OpenPBR Base Weight texture (multiplier to the diffuse and metal lobes).
block Dirty Mechanism
-
get blockDirtyMechanism(): boolean
Block the dirty-mechanism for this specific material When set to false after being true the material will be marked as dirty.
Returns boolean
-
set blockDirtyMechanism(value: boolean): void
Parameters
- value: boolean
Returns void
bump Texture
Stores surface normal data used to displace a mesh in a texture.
camera Color Curves
-
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>
-
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
- value: Nullable<ColorCurves>
Returns void
camera Color Curves Enabled
-
get cameraColorCurvesEnabled(): boolean
Gets whether the color curves effect is enabled.
Returns boolean
-
set cameraColorCurvesEnabled(value: boolean): void
Sets whether the color curves effect is enabled.
Parameters
- value: boolean
Returns void
camera Color Grading Enabled
-
get cameraColorGradingEnabled(): boolean
Gets whether the color grading effect is enabled.
Returns boolean
-
set cameraColorGradingEnabled(value: boolean): void
Gets whether the color grading effect is enabled.
Parameters
- value: boolean
Returns void
camera Color Grading Texture
-
Gets the Color Grading 2D Lookup Texture.
Returns Nullable<BaseTexture>
camera Contrast
-
get cameraContrast(): number
Gets The camera contrast used on this material.
Returns number
-
set cameraContrast(value: number): void
Sets The camera contrast used on this material.
Parameters
- value: number
Returns void
camera Exposure
-
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
camera Tone Mapping Enabled
-
get cameraToneMappingEnabled(): boolean
Gets whether tonemapping is enabled or not.
Returns boolean
-
set cameraToneMappingEnabled(value: boolean): void
Sets whether tonemapping is enabled or not
Parameters
- value: boolean
Returns void
can Render To MRT
-
get canRenderToMRT(): boolean
Can this material render to several textures at once
Returns boolean
cull Back Faces
-
get cullBackFaces(): boolean
Gets the type of faces that should be culled
Returns boolean
-
set cullBackFaces(value: boolean): void
Sets the type of faces that should be culled (true for back faces, false for front faces)
Parameters
- value: boolean
Returns void
direct Intensity
Intensity of the direct lights e.g. the four lights available in your scene. This impacts both the direct diffuse and specular highlights.
disable Bump Map
Debug Control allowing disabling the bump map on this material.
disable Lighting
If sets to true, disables all the lights affecting the material.
emissive Color
The color emitted from the material.
emissive Intensity
Intensity of the emissive part of the material. This helps controlling the emissive effect without modifying the emissive color.
emissive Texture
Stores the emissive values in a texture.
enable Specular Anti Aliasing
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.
environment BRDF Texture
Let user defines the brdf lookup texture used for IBL. A default 8bit version is embedded but you could point at :
- Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
- Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
- LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
- LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
environment Intensity
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.
fill Mode
-
get fillMode(): number
Gets the material fill mode
Returns number
-
set fillMode(value: number): void
Sets the material fill mode
Parameters
- value: number
Returns void
fog Enabled
-
get fogEnabled(): boolean
Gets the value of the fog enabled state
Returns boolean
-
set fogEnabled(value: boolean): void
Sets the state for enabling fog
Parameters
- value: boolean
Returns void
force Alpha Test
Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
force Irradiance In Fragment
Force the shader to compute irradiance in the fragment shader in order to take bump in account.
force Normal Forward
Force normal to face away from face.
has Render Target Textures
-
get hasRenderTargetTextures(): boolean
Gets a boolean indicating that current material needs to register RTT
Returns boolean
image Processing Configuration
-
Gets the image processing configuration used either in this material.
Returns ImageProcessingConfiguration
-
Sets the Default image processing configuration used either in the this material.
If sets to null, the scene one is in use.
Parameters
- value: ImageProcessingConfiguration
Returns void
index Of Refraction
-
get indexOfRefraction(): number
Index of refraction of the material base layer. https://en.wikipedia.org/wiki/List_of_refractive_indices
This does not only impact refraction but also the Base F0 of Dielectric Materials.
From dielectric fresnel rules: F0 = square((iorT - iorI) / (iorT + iorI))
Returns number
-
set indexOfRefraction(value: number): void
Parameters
- value: number
Returns void
invert Normal Map X
If sets to true, x component of normal map value will invert (x = 1.0 - x).
invert Normal Map Y
If sets to true, y component of normal map value will invert (y = 1.0 - y).
invert Refraction Y
-
get invertRefractionY(): boolean
Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
Returns boolean
-
set invertRefractionY(value: boolean): void
Parameters
- value: boolean
Returns void
is Frozen
-
get isFrozen(): boolean
Specifies if updates for the material been locked
Returns boolean
is Pre Pass Capable
-
get isPrePassCapable(): boolean
Can this material render to prepass
Returns boolean
is Vertex Output Invariant
-
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
lightmap Texture
Stores the pre-calculated light information of a mesh in a texture.
link Refraction With Transparency
-
get linkRefractionWithTransparency(): boolean
This parameters will make the material used its opacity to control how much it is refracting against not. Materials half opaque for instance using refraction could benefit from this control.
Returns boolean
-
set linkRefractionWithTransparency(value: boolean): void
Parameters
- value: boolean
Returns void
max Simultaneous Lights
Number of Simultaneous lights allowed on the material.
metallic
Specifies the metallic scalar of the metallic/roughness workflow. Can also be used to scale the metalness values of the metallic texture.
metallic F0 Factor
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;
metallic Reflectance Color
In metallic workflow, specifies an F0 color. 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_from_IOR * metallicF0Factor * metallicReflectanceColor F90 = metallicF0Factor;
metallic Reflectance Texture
Defines to store metallicReflectanceColor in RGB and metallicF0Factor in A This is multiplied against the scalar values defined in the material. If useOnlyMetallicFromMetallicReflectanceTexture is true, don't use the RGB channels, only A
metallic Texture
Used to switch from specular/glossiness to metallic/roughness workflow.
micro Surface
AKA Glossiness in other nomenclature.
micro Surface Texture
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.
need Depth Pre Pass
-
get needDepthPrePass(): boolean
Gets the depth pre-pass value
Returns boolean
-
set needDepthPrePass(value: boolean): void
Sets the need depth pre-pass value
Parameters
- value: boolean
Returns void
on Bind
on Bind Observable
-
An event triggered when the material is bound
Returns Observable<AbstractMesh>
on Dispose
-
set onDispose(callback: () => void): void
Called during a dispose event
Parameters
- callback: () => void
Returns void
on Effect Created Observable
-
An event triggered when the effect is (re)created
Returns Observable<{ effect: Effect; subMesh: Nullable<SubMesh> }>
on Un Bind Observable
-
An event triggered when the material is unbound
Returns Observable<Material>
opacity Texture
Stores the alpha values in a texture. Use luminance if texture.getAlphaFromRGB is true.
parallax Scale Bias
Controls the scale bias of the parallax mode.
points Cloud
-
get pointsCloud(): boolean
Gets the value specifying if point clouds are enabled
Returns boolean
-
set pointsCloud(value: boolean): void
Sets the state of point cloud mode
Parameters
- value: boolean
Returns void
real Time Filtering
-
get realTimeFiltering(): boolean
Enables realtime filtering on the texture.
Returns boolean
-
set realTimeFiltering(b: boolean): void
Parameters
- b: boolean
Returns void
real Time Filtering Quality
-
get realTimeFilteringQuality(): number
Quality switch for realtime filtering
Returns number
-
set realTimeFilteringQuality(n: number): void
Parameters
- n: number
Returns void
reflectance Texture
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 priority and reflectanceTexture is not used
reflection Color
The color reflected from the material.
reflection Texture
Stores the reflection values in a texture.
reflectivity Color
AKA Specular Color in other nomenclature.
reflectivity Texture
AKA Specular texture in other nomenclature.
refraction Texture
-
Stores the refracted light information in a texture.
Returns Nullable<BaseTexture>
-
Parameters
- value: Nullable<BaseTexture>
Returns void
roughness
Specifies the roughness scalar of the metallic/roughness workflow. Can also be used to scale the roughness values of the metallic texture.
shader Language
-
Gets the shader language used in this material.
Returns ShaderLanguage
specular Intensity
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.
texture Repetition Mode
-
get textureRepetitionMode(): number
Gets the texture repetition breaking mode.
Returns number
-
set textureRepetitionMode(value: number): void
Sets the texture repetition breaking mode. Use one of the Constants.TEXTURE_REPETITION_* values to break visible texture tiling patterns. Ordered by cost: NONE (1 fetch), NOISE_BLEND (3), HEX_TILING (3), TILE_RANDOMIZATION (4), VORONOI_BOMBING (9). Not supported on WebGL1 — the mode will be forced to NONE.
Parameters
- value: number
Returns void
transparency Mode
two Sided Lighting
If sets to true and backfaceCulling is false, normals will be flipped on the backside.
unlit
If set to true, no lighting calculations will be applied.
use Alpha Fresnel
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)
use Alpha From Albedo Texture
Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
use Ambient In Gray Scale
Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
use Ambient Occlusion From Metallic Texture Red
Specifies if the metallic texture contains the ambient occlusion information in its red channel.
use Auto Micro Surface From Reflectivity Map
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.
use GLTF Light Falloff
-
get useGLTFLightFalloff(): boolean
In order to support the falloff compatibility with gltf, a special mode has been added to reproduce the gltf light falloff.
Returns boolean
-
set useGLTFLightFalloff(value: boolean): void
In order to support the falloff compatibility with gltf, a special mode has been added to reproduce the gltf light falloff.
Parameters
- value: boolean
Returns void
use Horizon Occlusion
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).
use Lightmap As Shadowmap
If true, the light map contains occlusion information instead of lighting info.
use Linear Alpha Fresnel
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)
use Logarithmic Depth
-
get 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.
Returns boolean
-
set useLogarithmicDepth(value: boolean): void
Parameters
- value: boolean
Returns void
use Metallness From Metallic Texture Blue
Specifies if the metallic texture contains the metallness information in its blue channel.
use Micro Surface From Reflectivity Map Alpha
Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
use Object Space Normal Map
Allows using an object space normal map (instead of tangent space).
use Only Metallic From Metallic Reflectance Texture
Specifies that only the A channel from metallicReflectanceTexture should be used. If false, both RGB and A channels will be used
use Parallax
Allows using the bump map in parallax mode.
use Parallax Occlusion
Allows using the bump map in parallax occlusion mode.
use Physical Light Falloff
-
get usePhysicalLightFalloff(): boolean
BJS is using an hardcoded light falloff based on a manually sets up range. In PBR, one way to represents the falloff is to use the inverse squared root algorithm. This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
Returns boolean
-
set usePhysicalLightFalloff(value: boolean): void
BJS is using an hardcoded light falloff based on a manually sets up range. In PBR, one way to represents the falloff is to use the inverse squared root algorithm. This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
Parameters
- value: boolean
Returns void
use Radiance Occlusion
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.
use Radiance Over Alpha
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.
use Roughness From Metallic Texture Alpha
Specifies if the metallic texture contains the roughness information in its alpha channel.
use Roughness From Metallic Texture Green
Specifies if the metallic texture contains the roughness information in its green channel. Needs useRoughnessFromMetallicTextureAlpha to be false.
use Specular Over Alpha
Specifies that the material will keep 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.
use Vertex Pulling
-
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
wireframe
-
get wireframe(): boolean
Returns boolean
-
set wireframe(value: boolean): void
Sets the state of wireframe mode
Parameters
- value: boolean
Returns void
Methods
_ attach Image Processing Configuration
-
Attaches a new image processing configuration to the Standard Material.
Parameters
- configuration: Nullable<ImageProcessingConfiguration>
Returns void
atomic Materials Update
-
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
- callback: (material: this) => void
bind
bind Eye Position
-
Binds the view matrix to the effect
Parameters
- effect: Effect
defines the effect to bind the view matrix to
OptionalvariableName: stringname of the shader variable that will hold the eye position
Returns void
- effect: Effect
bind For Sub Mesh
bind Only Normal Matrix
-
Binds the given normal matrix to the active effect
Parameters
- normalMatrix: Matrix
the matrix to bind
Returns void
- normalMatrix: Matrix
bind Only World Matrix
-
Binds the given world matrix to the active effect
Parameters
- world: Matrix
the matrix to bind
Returns void
- world: Matrix
bind View
-
Binds the view matrix to the effect
Parameters
- effect: Effect
defines the effect to bind the view matrix to
Returns void
- effect: Effect
bind View Projection
-
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
- effect: Effect
build Uniform Layout
-
Initializes the uniform buffer layout for the shader.
Returns void
clone
-
Makes a duplicate of the current material.
Parameters
- name: string
name to use for the new material.
- cloneTexturesOnlyOnce: boolean = true
if a texture is used in more than one channel (e.g diffuse and opacity), only clone it once and reuse it on the other channels. Default false.
- rootUrl: string = ""
defines the root URL to use to load textures
Returns PBRMaterial
cloned material instance
- name: string
dispose
-
Disposes the resources of the material.
Parameters
OptionalforceDisposeEffect: booleanForces the disposal of effects.
OptionalforceDisposeTextures: booleanForces the disposal of all textures.
Returns void
force Compilation
-
forceCompilation(
mesh: AbstractMesh,
onCompiled?: (material: Material) => void,
options?: Partial<IMaterialCompilationOptions>,
): voidForce shader compilation
Parameters
- mesh: AbstractMesh
Define the mesh we want to force the compilation for
OptionalonCompiled: (material: Material) => voidDefine a callback triggered when the compilation completes
Optionaloptions: Partial<IMaterialCompilationOptions>Define the options used to create the compilation
Returns void
- mesh: AbstractMesh
force Compilation Async
-
forceCompilationAsync(
mesh: AbstractMesh,
options?: Partial<IMaterialCompilationOptions>,
): Promise<void>Force shader compilation
Parameters
- mesh: AbstractMesh
defines the mesh that will use this material
Optionaloptions: Partial<IMaterialCompilationOptions>defines additional options for compiling the shaders
Returns Promise<void>
a promise that resolves when the compilation completes
- mesh: AbstractMesh
freeze
-
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 andfreeze()again afterwards.Returns void
get Active Textures
get Alpha Test Texture
-
Returns Nullable<BaseTexture>
the texture used for the alpha test.
get Animatables
-
Returns the animatable textures. If material have animatable metallic texture, then reflectivity texture will not be returned, even if it has animations.
Returns IAnimatable[]
- Array of animatable textures.
get Binded Meshes
-
Gets the meshes bound to the material
Returns AbstractMesh[]
an array of meshes bound to the material
get Class Name
-
Returns string
the name of this material class.
get Effect
get Scene
has Texture
-
Checks to see if a texture is used in the material.
Parameters
- texture: BaseTexture
Base texture to use.
Returns boolean
- Boolean specifying if a texture is used in the material.
- texture: BaseTexture
is Metallic Workflow
-
Specifies if the material uses metallic roughness workflow.
Returns boolean
boolean specifying if the material uses metallic roughness workflow.
is Ready
-
Specifies if the material is ready to be used
Parameters
Optionalmesh: AbstractMeshdefines the mesh to check
OptionaluseInstances: booleanspecifies if instances should be used
Returns boolean
a boolean indicating if the material is ready to be used
is Ready For Sub Mesh
-
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.
OptionaluseInstances: booleanSpecifies that instances should be used.
Returns boolean
- boolean indicating that the submesh is ready or not.
- mesh: AbstractMesh
mark As Dirty
-
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
- flag: number
mark Dirty
-
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
- forceMaterialDirty: boolean = false
need Alpha Blending
-
Returns boolean
whether or not this material should be rendered in alpha blend mode.
need Alpha Blending For Mesh
-
Specifies if the mesh will require alpha blending
Parameters
- mesh: AbstractMesh
defines the mesh to check
Returns boolean
a boolean specifying if alpha blending is needed for the mesh
- mesh: AbstractMesh
need Alpha Testing
-
Returns boolean
whether or not this material should be rendered in alpha test mode.
need Alpha Testing For Mesh
-
Specifies if material alpha testing should be turned on for the mesh
Parameters
- mesh: AbstractMesh
defines the mesh to check
Returns boolean
a boolean specifying if alpha testing should be turned on for the mesh
- mesh: AbstractMesh
reset Draw Cache
-
Resets the draw wrappers cache for all submeshes that are using this material
Returns void
serialize
-
Serializes this PBR Material.
Returns any
- An object with the serialized material.
set Alpha Mode
-
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
- value: number
set Pre Pass Renderer
-
Sets the required values to the prepass renderer. It can't be sets when subsurface scattering of this material is disabled. When scene have ability to enable subsurface prepass effect, it will enable.
Returns boolean
- If prepass is enabled or not.
to String
-
Returns a string representation of the current material
Parameters
OptionalfullDetails: booleandefines a boolean indicating which levels of logging is desired
Returns string
a string with material information
unbind
-
Unbinds the material from the mesh
Returns void
unfreeze
-
Unlocks updates for the material
Returns void
StaticParse
-
Parses a PBR Material from a serialized object.
Parameters
- source: any
Serialized object.
- scene: Scene
BJS scene instance.
- rootUrl: string
url for the scene object
Returns PBRMaterial
- PBRMaterial
- source: any
StaticParse Alpha Mode
-
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
- parsedMaterial: any
The Physically based material of BJS.
This offers the main features of a standard PBR material. For more information, please refer to the documentation : https://doc.babylonjs.com/features/featuresDeepDive/materials/using/introToPBR