API

Class PBRMaterial

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

Hierarchy (View Summary)

Index
albedoColor albedoTexture alpha alphaCutOff alphaMode alphaModes ambientColor ambientTexture ambientTextureImpactOnAnalyticalLights ambientTextureStrength applyDecalMapAfterDetailMap backFaceCulling baseDiffuseRoughness baseDiffuseRoughnessTexture baseWeight baseWeightTexture blockDirtyMechanism bumpTexture cameraColorCurves cameraColorCurvesEnabled cameraColorGradingEnabled cameraColorGradingTexture cameraContrast cameraExposure cameraToneMappingEnabled canRenderToMRT cullBackFaces directIntensity disableBumpMap disableLighting emissiveColor emissiveIntensity emissiveTexture enableSpecularAntiAliasing environmentBRDFTexture environmentIntensity fillMode fogEnabled forceAlphaTest forceIrradianceInFragment forceNormalForward hasRenderTargetTextures imageProcessingConfiguration indexOfRefraction invertNormalMapX invertNormalMapY invertRefractionY isFrozen isPrePassCapable isVertexOutputInvariant lightmapTexture linkRefractionWithTransparency maxSimultaneousLights metallic metallicF0Factor metallicReflectanceColor metallicReflectanceTexture metallicTexture microSurface microSurfaceTexture needDepthPrePass onBind onBindObservable onDispose onEffectCreatedObservable onUnBindObservable opacityTexture parallaxScaleBias pointsCloud realTimeFiltering realTimeFilteringQuality reflectanceTexture reflectionColor reflectionTexture reflectivityColor reflectivityTexture refractionTexture roughness shaderLanguage specularIntensity textureRepetitionMode transparencyMode twoSidedLighting unlit useAlphaFresnel useAlphaFromAlbedoTexture useAmbientInGrayScale useAmbientOcclusionFromMetallicTextureRed useAutoMicroSurfaceFromReflectivityMap useGLTFLightFalloff useHorizonOcclusion useLightmapAsShadowmap useLinearAlphaFresnel useLogarithmicDepth useMetallnessFromMetallicTextureBlue useMicroSurfaceFromReflectivityMapAlpha useObjectSpaceNormalMap useOnlyMetallicFromMetallicReflectanceTexture useParallax useParallaxOcclusion usePhysicalLightFalloff useRadianceOcclusion useRadianceOverAlpha useRoughnessFromMetallicTextureAlpha useRoughnessFromMetallicTextureGreen useSpecularOverAlpha useVertexPulling wireframe
_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

Defines the anisotropic parameters for the material.

Defines the BRDF parameters 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

Defines the clear coat layer parameters for the material.

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.

decalMap: Nullable<DecalMapConfiguration>

Defines the decal map parameters for the material.

depthFunction: number = 0

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

Defines the detail map parameters for the material.

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)

Defines the iridescence layer parameters for the material.

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

prePassConfiguration: PrePassConfiguration

Defines additional PrePass parameters for the material.

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

Defines the Sheen parameters for the material.

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

Defines the SubSurface parameters for the material.

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

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

DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number = PBRBaseMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS

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

ForceGLSL: boolean = false

Force all the PBR materials to compile to glsl even on WebGPU engines. False by default. This is mostly meant for backward compatibility.

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)

PBRMATERIAL_ALPHABLEND: 2 = PBRBaseMaterial.PBRMATERIAL_ALPHABLEND

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

PBRMATERIAL_ALPHATEST: 1 = PBRBaseMaterial.PBRMATERIAL_ALPHATEST

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

PBRMATERIAL_ALPHATESTANDBLEND: 3 = PBRBaseMaterial.PBRMATERIAL_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.

PBRMATERIAL_OPAQUE: 0 = PBRBaseMaterial.PBRMATERIAL_OPAQUE

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

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

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

albedoColor: Color3

AKA Diffuse Color in other nomenclature.

albedoTexture: Nullable<BaseTexture>

AKA Diffuse Texture in standard nomenclature.

alphaCutOff: number

Defines the alpha limits in alpha test 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

ambientColor: Color3

The color of a material in ambient lighting.

ambientTexture: Nullable<BaseTexture>

AKA Occlusion Texture in other nomenclature.

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

ambientTextureStrength: number

AKA Occlusion Texture Intensity in other nomenclature.

applyDecalMapAfterDetailMap: boolean

If sets to true, the decal map will be applied after the detail map. Else, it is applied before (default: false)

baseDiffuseRoughness: Nullable<number>

OpenPBR Base Diffuse Roughness (roughness of the diffuse lobe).

baseDiffuseRoughnessTexture: Nullable<BaseTexture>

OpenPBR Base Diffuse Roughness texture (roughness of the diffuse lobe).

baseWeight: number

OpenPBR Base Weight (multiplier to the diffuse and metal lobes).

baseWeightTexture: Nullable<BaseTexture>

OpenPBR Base Weight texture (multiplier to the diffuse and metal lobes).

bumpTexture: Nullable<BaseTexture>

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

  • 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

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.

disableBumpMap: boolean

Debug Control allowing disabling the bump map on this material.

disableLighting: boolean

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

emissiveColor: Color3

The color emitted from the material.

emissiveIntensity: number

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

emissiveTexture: Nullable<BaseTexture>

Stores the emissive values in a texture.

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.

environmentBRDFTexture: Nullable<BaseTexture>

Let user defines the brdf lookup texture used for IBL. A default 8bit version is embedded but you could point at :

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.

forceAlphaTest: boolean

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

forceIrradianceInFragment: boolean

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

forceNormalForward: boolean

Force normal to face away from face.

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).

  • 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

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.

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.

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;

metallicReflectanceColor: Color3

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;

metallicReflectanceTexture: Nullable<BaseTexture>

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

metallicTexture: Nullable<BaseTexture>

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

microSurface: number

AKA Glossiness in other nomenclature.

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.

opacityTexture: Nullable<BaseTexture>

Stores the alpha values in a texture. Use luminance if texture.getAlphaFromRGB is true.

parallaxScaleBias: number

Controls the scale bias of the parallax mode.

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 priority and reflectanceTexture is not used

reflectionColor: Color3

The color reflected from the material.

reflectionTexture: Nullable<BaseTexture>

Stores the reflection values in a texture.

reflectivityColor: Color3

AKA Specular Color in other nomenclature.

reflectivityTexture: Nullable<BaseTexture>

AKA Specular texture in other nomenclature.

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.

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.

twoSidedLighting: boolean

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

unlit: boolean

If set to true, no lighting calculations will be applied.

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)

useAlphaFromAlbedoTexture: boolean

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

useAmbientInGrayScale: boolean

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

useAmbientOcclusionFromMetallicTextureRed: boolean

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

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.

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).

useLightmapAsShadowmap: boolean

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

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)

useMetallnessFromMetallicTextureBlue: boolean

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

useMicroSurfaceFromReflectivityMapAlpha: boolean

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

useObjectSpaceNormalMap: boolean

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

useOnlyMetallicFromMetallicReflectanceTexture: boolean

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

useParallax: boolean

Allows using the bump map in parallax mode.

useParallaxOcclusion: boolean

Allows using the bump map in parallax occlusion mode.

  • 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

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.

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.

useRoughnessFromMetallicTextureAlpha: boolean

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

useRoughnessFromMetallicTextureGreen: boolean

Specifies if the metallic texture contains the roughness information in its green channel. Needs useRoughnessFromMetallicTextureAlpha to be false.

useSpecularOverAlpha: boolean

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.

  • 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

  • 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

  • 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

  • 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