Class MixMaterial
Hierarchy (View Summary)
- WebXRSpatialLayerType
- MixMaterial
Constructors
constructor
-
Parameters
- name: string
The friendly name of the material
Optionalscene: anyThe scene to add the material to
- forceGLSL: boolean = false
Use the GLSL code generation for the shader (even on WebGPU). Default is false
Returns MixMaterial
- name: string
Properties
diffuse Color
diffuseColor: any = ...
Uniforms
specular Color
specularColor: any = ...
specular Power
specularPower: number = 64
Accessors
diffuse Texture1
diffuseTexture1: Texture
diffuse Texture2
diffuseTexture2: Texture
diffuse Texture3
diffuseTexture3: Texture
diffuse Texture4
diffuseTexture4: Texture
diffuse Texture5
diffuseTexture5: Texture
diffuse Texture6
diffuseTexture6: Texture
diffuse Texture7
diffuseTexture7: Texture
diffuse Texture8
diffuseTexture8: Texture
disable Lighting
disableLighting: boolean
max Simultaneous Lights
maxSimultaneousLights: number
mix Texture1
mixTexture1: BaseTexture
mix Texture2
mixTexture2: BaseTexture
Methods
bind For Sub Mesh
-
Parameters
- world: Matrix
- mesh: Mesh
- subMesh: SubMesh
Returns void
clone
-
Parameters
- name: string
Returns MixMaterial
dispose
-
Parameters
OptionalforceDisposeEffect: boolean
Returns void
get Active Textures
-
Returns BaseTexture[]
get Alpha Test Texture
-
Returns Nullable<BaseTexture>
get Animatables
-
Returns IAnimatable[]
get Class Name
-
Returns string
has Texture
-
Parameters
- texture: BaseTexture
Returns boolean
is Ready For Sub Mesh
-
Parameters
- mesh: AbstractMesh
- subMesh: SubMesh
OptionaluseInstances: boolean
Returns boolean
need Alpha Blending
-
Returns boolean
need Alpha Testing
-
Returns boolean
serialize
-
Returns any
StaticParse
-
Parameters
- source: any
- scene: Scene
- rootUrl: string
Returns MixMaterial
Instantiates a Mix Material in the given scene