Class StandardMaterial
Hierarchy
- StandardMaterialBase
- StandardMaterial
Index
Constructors
Properties
Accessors
Methods
Constructors
constructor
-
Instantiates a new standard material. This is the default material used in Babylon. It is the best trade off between quality and performances.
Parameters
- name: string
Define the name of the material in the scene
Optionalscene: SceneDefine the scene the material belong to
- forceGLSL: boolean = false
Use the GLSL code generation for the shader (even on WebGPU). Default is false
Returns StandardMaterial
- 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)
alpha Cut Off
Defines the alpha limits in alpha test mode.
ambient Color
The color of the material lit by the environmental background lighting.
animations
Stores the animations 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
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.
diffuse Color
The basic color of the material as viewed under a light.
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
emissive Color
Define the color of the material as if self lit. This will be mixed in the final result even in the absence of light.
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
index Of Refraction
In case of refraction, define the value of the index of refraction.
inspectable Custom Properties
List of inspectable custom properties (used by the Inspector)
invert Refraction Y
Invert the refraction texture alongside the y axis. It can be useful with procedural textures or probe for instance.
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
parallax Scale Bias
Apply a scaling factor that determine which "depth" the height map should reprensent. A value between 0.05 and 0.1 is reasonnable in Parallax, you can reach 0.2 using Parallax Occlusion.
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
side Orientation
Stores the value for side orientation
specular Color
Define how the color and intensity of the highlight given by the light in the material.
specular Power
Defines how sharp are the highlights in the material. The bigger the value the sharper giving a more glossy feeling to the result. Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
state
The state of the material
Readonlystencil
Gives access to the stencil properties of 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
StaticForce GLSL
Force all the standard 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 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
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 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 Texture
AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
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
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
Bump mapping is a technique to simulate bump and dents on a rendered surface. These are made by creating a normal map from an image. The means to do this can be found on the web, a search for 'normal map generator' will bring up free and paid for methods of doing this.
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
diffuse Fresnel Parameters
Define the diffuse fresnel parameters of the material.
diffuse Texture
The basic texture of the material as viewed under a light.
disable Lighting
Does lights from the scene impacts this material. It can be a nice trick for performance to disable lighting on a fully emissive material.
emissive Fresnel Parameters
Define the emissive fresnel parameters of the material.
emissive Texture
Define texture of the material as if self lit. This will be mixed in the final result even in the absence of light.
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
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
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).
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
Complex lighting can be computationally expensive to compute at runtime. To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
link Emissive With Diffuse
If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing the emissive level when the final color is close to one.
max Simultaneous Lights
Defines the maximum number of lights that can be used in the material
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 Fresnel Parameters
Define the opacity fresnel parameters of the material.
opacity Texture
Define the transparency of the material from a texture. The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false) or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
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
reflection Fresnel Parameters
Define the reflection fresnel parameters of the material.
reflection Texture
Define the texture used to display the reflection.
refraction Fresnel Parameters
Define the refraction fresnel parameters of the material.
refraction Texture
Define the texture used to display the refraction.
roughness
Helps to define how blurry the reflections should appears in the material.
shader Language
-
Gets the shader language used in this material.
Returns ShaderLanguage
skip Out Of Range Lighting
If set to true, point and spot lights skip their lighting computations for fragments beyond the light range, where they contribute nothing. Only lights with a finite range are affected. The extra per-fragment test costs time when most fragments are within range of most lights, so only enable it for sparse lighting measured on the target devices (default: false).
specular Texture
Define how the color and intensity of the highlight given by the light in the material.
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.
use Alpha From Diffuse Texture
Does the transparency come from the diffuse texture alpha channel.
use Emissive As Illumination
If true, the emissive value is added into the end result, otherwise it is multiplied in.
use Glossiness From Specular Map Alpha
Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
use Lightmap As Shadowmap
In case of light mapping, define whether the map contains light or shadow informations.
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 Object Space Normal Map
Allows using an object space normal map (instead of tangent space).
use Parallax
Is parallax enabled or not.
use Parallax Occlusion
Is parallax occlusion enabled or not. If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
use Reflection Fresnel From Specular
If true automatically deducts the fresnels values from the material specularity.
use Reflection 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 exemple of that. When the street lights reflects on it you can not see what is behind.
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 exemple 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
StaticAmbient Texture Enabled
-
get AmbientTextureEnabled(): boolean
Are ambient textures enabled in the application.
Returns boolean
-
set AmbientTextureEnabled(value: boolean): void
Parameters
- value: boolean
Returns void
StaticBump Texture Enabled
-
get BumpTextureEnabled(): boolean
Are bump textures enabled in the application.
Returns boolean
-
set BumpTextureEnabled(value: boolean): void
Parameters
- value: boolean
Returns void
StaticColor Grading Texture Enabled
-
get ColorGradingTextureEnabled(): boolean
Are color grading textures enabled in the application.
Returns boolean
-
set ColorGradingTextureEnabled(value: boolean): void
Parameters
- value: boolean
Returns void
StaticDetail Texture Enabled
-
get DetailTextureEnabled(): boolean
Are detail textures enabled in the application.
Returns boolean
-
set DetailTextureEnabled(value: boolean): void
Parameters
- value: boolean
Returns void
StaticDiffuse Texture Enabled
-
get DiffuseTextureEnabled(): boolean
Are diffuse textures enabled in the application.
Returns boolean
-
set DiffuseTextureEnabled(value: boolean): void
Parameters
- value: boolean
Returns void
StaticEmissive Texture Enabled
-
get EmissiveTextureEnabled(): boolean
Are emissive textures enabled in the application.
Returns boolean
-
set EmissiveTextureEnabled(value: boolean): void
Parameters
- value: boolean
Returns void
StaticFresnel Enabled
-
get FresnelEnabled(): boolean
Are fresnels enabled in the application.
Returns boolean
-
set FresnelEnabled(value: boolean): void
Parameters
- value: boolean
Returns void
StaticLightmap Texture Enabled
-
get LightmapTextureEnabled(): boolean
Are lightmap textures enabled in the application.
Returns boolean
-
set LightmapTextureEnabled(value: boolean): void
Parameters
- value: boolean
Returns void
StaticOpacity Texture Enabled
-
get OpacityTextureEnabled(): boolean
Are opacity textures enabled in the application.
Returns boolean
-
set OpacityTextureEnabled(value: boolean): void
Parameters
- value: boolean
Returns void
StaticReflection Texture Enabled
-
get ReflectionTextureEnabled(): boolean
Are reflection textures enabled in the application.
Returns boolean
-
set ReflectionTextureEnabled(value: boolean): void
Parameters
- value: boolean
Returns void
StaticRefraction Texture Enabled
-
get RefractionTextureEnabled(): boolean
Are refraction textures enabled in the application.
Returns boolean
-
set RefractionTextureEnabled(value: boolean): void
Parameters
- value: boolean
Returns void
StaticSpecular Texture Enabled
-
get SpecularTextureEnabled(): boolean
Are specular textures enabled in the application.
Returns boolean
-
set SpecularTextureEnabled(value: boolean): void
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
-
Builds the material UBO layouts. Used internally during the effect preparation.
Returns void
clone
-
Makes a duplicate of the material, and gives it a new name
Parameters
- name: string
defines the new name for the duplicated 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 StandardMaterial
the cloned material
- name: string
dispose
-
Disposes the material
Parameters
OptionalforceDisposeEffect: booleanspecifies if effects should be forcefully disposed
OptionalforceDisposeTextures: booleanspecifies if textures should be forcefully disposed
Returns void
force Compilation
-
forceCompilation(
mesh: AbstractMesh,
onCompiled?: (material: Material) => void,
options?: Partial<IMaterialCompilationOptions>,
onError?: (reason: string) => void,
): voidForce shader compilation
Parameters
- mesh: AbstractMesh
defines the mesh associated with this material
OptionalonCompiled: (material: Material) => voiddefines a function to execute once the material is compiled
Optionaloptions: Partial<IMaterialCompilationOptions>defines the options to configure the compilation
OptionalonError: (reason: string) => voiddefines a function to execute if the material fails compiling
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
-
Get the texture used for alpha test purpose.
Returns Nullable<BaseTexture>
the diffuse texture in case of the standard material.
get Animatables
-
Get the list of animatables in the material.
Returns IAnimatable[]
the list of animatables object used in the material
get Binded Meshes
-
Gets the meshes bound to the material
Returns AbstractMesh[]
an array of meshes bound to the material
get Class Name
-
Gets the current class name of the material e.g. "StandardMaterial" Mainly use in serialization.
Returns string
the class name
get Effect
get Scene
has Texture
-
Specifies if the material uses a texture
Parameters
- texture: BaseTexture
defines the texture to check against the material
Returns boolean
a boolean specifying if the material uses the texture
- texture: BaseTexture
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
-
Get if the submesh is ready to be used and all its information available. Child classes can use it to update shaders
Parameters
- mesh: AbstractMesh
defines the mesh to check
- subMesh: SubMesh
defines which submesh to check
- useInstances: boolean = false
specifies that instances should be used
Returns boolean
a 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
-
Specifies if the material will require alpha blending
Returns boolean
a boolean specifying if alpha blending is needed
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
-
Specifies if this material should be rendered in alpha test mode
Returns boolean
a boolean specifying if an alpha test is needed.
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 material
Returns any
the serialized material object
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.
Parameters
- prePassRenderer: PrePassRenderer
defines the prepass renderer to setup.
Returns boolean
true if the pre pass is needed.
- prePassRenderer: PrePassRenderer
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
-
Creates a standard material from parsed material data
Parameters
- source: any
defines the JSON representation of the material
- scene: Scene
defines the hosting scene
- rootUrl: string
defines the root URL to use to load textures and relative dependencies
Returns StandardMaterial
a new standard material
- 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
This is the default material used in Babylon. It is the best trade off between quality and performances.
See
https://doc.babylonjs.com/features/featuresDeepDive/materials/using/materials_introduction