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Class OcclusionMaterial

A material to use for fast depth-only rendering.

Hierarchy

Implements

Index

Constructors

Properties

Accessors

Methods

Constructors

constructor

Properties

allowShaderHotSwappingSearch playground for allowShaderHotSwapping

allowShaderHotSwapping: boolean

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)

animationsSearch playground for animations

animations: Nullable<Array<Animation>>

Stores the animations for the material

checkReadyOnEveryCallSearch playground for checkReadyOnEveryCall

checkReadyOnEveryCall: boolean

Specifies if the ready state should be checked on each call

checkReadyOnlyOnceSearch playground for checkReadyOnlyOnce

checkReadyOnlyOnce: boolean

Specifies if the ready state should be checked once

customShaderNameResolveSearch playground for customShaderNameResolve

customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: MaterialDefines | string[], attributes?: string[], options?: ICustomShaderNameResolveOptions) => string

Custom callback helping to override the default shader used in the material.

Type declaration

depthFunctionSearch playground for depthFunction

depthFunction: number

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

disableColorWriteSearch playground for disableColorWrite

disableColorWrite: boolean

Specifies if color writing should be disabled

disableDepthWriteSearch playground for disableDepthWrite

disableDepthWrite: boolean

Specifies if depth writing should be disabled

doNotSerializeSearch playground for doNotSerialize

doNotSerialize: boolean

Specifies if the material should be serialized

forceDepthWriteSearch playground for forceDepthWrite

forceDepthWrite: boolean

Specifies if depth writing should be forced

getRenderTargetTexturesSearch playground for getRenderTargetTextures

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

Callback triggered to get the render target textures

idSearch playground for id

id: string

The ID of the material

inspectableCustomPropertiesSearch playground for inspectableCustomProperties

inspectableCustomProperties: IInspectable[]

List of inspectable custom properties (used by the Inspector)

see

https://doc.babylonjs.com/how_to/debug_layer#extensibility

metadataSearch playground for metadata

metadata: any

Gets or sets user defined metadata

nameSearch playground for name

name: string

The name of the material

onCompiledSearch playground for onCompiled

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

Callback triggered when the material is compiled

onDisposeObservableSearch playground for onDisposeObservable

onDisposeObservable: Observable<Material>

An event triggered when the material is disposed

onErrorSearch playground for onError

onError: Nullable<(effect: Effect, errors: string) => void>

Callback triggered when an error occurs

pointSizeSearch playground for pointSize

pointSize: number

Stores the size of points

reservedDataStoreSearch playground for reservedDataStore

reservedDataStore: any

For internal use only. Please do not use.

separateCullingPassSearch playground for separateCullingPass

separateCullingPass: boolean

Specifies if there should be a separate pass for culling

shadowDepthWrapperSearch playground for shadowDepthWrapper

shadowDepthWrapper: Nullable<ShadowDepthWrapper>

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

sideOrientationSearch playground for sideOrientation

sideOrientation: number

Stores the value for side orientation

snippetIdSearch playground for snippetId

snippetId: string

Snippet ID if the material was created from the snippet server

stateSearch playground for state

state: string

The state of the material

uniqueIdSearch playground for uniqueId

uniqueId: number

Gets or sets the unique id of the material

zOffsetSearch playground for zOffset

zOffset: number

Stores the z offset value

Static Readonly AllDirtyFlagSearch playground for AllDirtyFlag

AllDirtyFlag: number

The all dirty flag value

Static Readonly AttributesDirtyFlagSearch playground for AttributesDirtyFlag

AttributesDirtyFlag: number

The dirty attribute flag value

Static Readonly ClockWiseSideOrientationSearch playground for ClockWiseSideOrientation

ClockWiseSideOrientation: number

Stores the clock-wise side orientation

Static Readonly CounterClockWiseSideOrientationSearch playground for CounterClockWiseSideOrientation

CounterClockWiseSideOrientation: number

Stores the counter clock-wise side orientation

Static Readonly FresnelDirtyFlagSearch playground for FresnelDirtyFlag

FresnelDirtyFlag: number

The dirty fresnel flag value

Static Readonly LightDirtyFlagSearch playground for LightDirtyFlag

LightDirtyFlag: number

The dirty light flag value

Static Readonly LineListDrawModeSearch playground for LineListDrawMode

LineListDrawMode: number

Returns the line list draw mode

Static Readonly LineLoopDrawModeSearch playground for LineLoopDrawMode

LineLoopDrawMode: number

Returns the line loop draw mode

Static Readonly LineStripDrawModeSearch playground for LineStripDrawMode

LineStripDrawMode: number

Returns the line strip draw mode

Static Readonly MATERIAL_ALPHABLENDSearch playground for MATERIAL_ALPHABLEND

MATERIAL_ALPHABLEND: number

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

Static Readonly MATERIAL_ALPHATESTSearch playground for MATERIAL_ALPHATEST

MATERIAL_ALPHATEST: number

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

Static Readonly MATERIAL_ALPHATESTANDBLENDSearch playground for MATERIAL_ALPHATESTANDBLEND

MATERIAL_ALPHATESTANDBLEND: number

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 Readonly MATERIAL_NORMALBLENDMETHOD_RNMSearch playground for MATERIAL_NORMALBLENDMETHOD_RNM

MATERIAL_NORMALBLENDMETHOD_RNM: number

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 Readonly MATERIAL_NORMALBLENDMETHOD_WHITEOUTSearch playground for MATERIAL_NORMALBLENDMETHOD_WHITEOUT

MATERIAL_NORMALBLENDMETHOD_WHITEOUT: number

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 Readonly MATERIAL_OPAQUESearch playground for MATERIAL_OPAQUE

MATERIAL_OPAQUE: number

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

Static Readonly MiscDirtyFlagSearch playground for MiscDirtyFlag

MiscDirtyFlag: number

The dirty misc flag value

Static Readonly PointFillModeSearch playground for PointFillMode

PointFillMode: number

Returns the point fill mode

Static Readonly PointListDrawModeSearch playground for PointListDrawMode

PointListDrawMode: number

Returns the point list draw mode

Static Readonly PrePassDirtyFlagSearch playground for PrePassDirtyFlag

PrePassDirtyFlag: number

The dirty prepass flag value

Static SnippetUrlSearch playground for SnippetUrl

SnippetUrl: string

Define the Url to load snippets

Static Readonly TextureDirtyFlagSearch playground for TextureDirtyFlag

TextureDirtyFlag: number

The dirty texture flag value

Static Readonly TriangleFanDrawModeSearch playground for TriangleFanDrawMode

TriangleFanDrawMode: number

Returns the triangle fan draw mode

Static Readonly TriangleFillModeSearch playground for TriangleFillMode

TriangleFillMode: number

Returns the triangle fill mode

Static Readonly TriangleStripDrawModeSearch playground for TriangleStripDrawMode

TriangleStripDrawMode: number

Returns the triangle strip draw mode

Static Readonly WireFrameFillModeSearch playground for WireFrameFillMode

WireFrameFillMode: number

Returns the wireframe mode

Accessors

alpha

  • get alpha(): number
  • set alpha(value: number): any
  • Gets the alpha value of the material

    Returns number

  • Sets the alpha value of the material

    Parameters

    • value: number

    Returns any

alphaMode

  • get alphaMode(): number
  • set alphaMode(value: number): any
  • Gets the value of the alpha mode

    Value Type Description
    0 ALPHA_DISABLE
    1 ALPHA_ADD
    2 ALPHA_COMBINE
    3 ALPHA_SUBTRACT
    4 ALPHA_MULTIPLY
    5 ALPHA_MAXIMIZED
    6 ALPHA_ONEONE
    7 ALPHA_PREMULTIPLIED
    8 ALPHA_PREMULTIPLIED_PORTERDUFF
    9 ALPHA_INTERPOLATE
    10 ALPHA_SCREENMODE

    Returns number

  • Sets the value of the alpha mode.

    Value Type Description
    0 ALPHA_DISABLE
    1 ALPHA_ADD
    2 ALPHA_COMBINE
    3 ALPHA_SUBTRACT
    4 ALPHA_MULTIPLY
    5 ALPHA_MAXIMIZED
    6 ALPHA_ONEONE
    7 ALPHA_PREMULTIPLIED
    8 ALPHA_PREMULTIPLIED_PORTERDUFF
    9 ALPHA_INTERPOLATE
    10 ALPHA_SCREENMODE

    Parameters

    • value: number

    Returns any

backFaceCulling

  • get backFaceCulling(): boolean
  • set backFaceCulling(value: boolean): any
  • Gets the back-face culling state

    Returns boolean

  • Sets the back-face culling state

    Parameters

    • value: boolean

    Returns any

canRenderToMRT

  • get canRenderToMRT(): boolean
  • If the material can be rendered to several textures with MRT extension

    Returns boolean

fillMode

  • get fillMode(): number
  • set fillMode(value: number): any
  • Gets the material fill mode

    Returns number

  • Sets the material fill mode

    Parameters

    • value: number

    Returns any

fogEnabled

  • get fogEnabled(): boolean
  • set fogEnabled(value: boolean): any
  • Gets the value of the fog enabled state

    Returns boolean

  • Sets the state for enabling fog

    Parameters

    • value: boolean

    Returns any

hasRenderTargetTextures

  • get hasRenderTargetTextures(): boolean
  • Gets a boolean indicating that current material needs to register RTT

    Returns boolean

isFrozen

  • get isFrozen(): boolean
  • Specifies if updates for the material been locked

    Returns boolean

needDepthPrePass

  • get needDepthPrePass(): boolean
  • set needDepthPrePass(value: boolean): any
  • Gets the depth pre-pass value

    Returns boolean

  • Sets the need depth pre-pass value

    Parameters

    • value: boolean

    Returns any

onBind

  • Called during a bind event

    Parameters

    Returns any

onBindObservable

  • An event triggered when the material is bound

    Returns Observable<AbstractMesh>

onDispose

  • set onDispose(callback: () => void): any
  • Called during a dispose event

    Parameters

    • callback: () => void
        • (): void
        • Returns void

    Returns any

onEffectCreatedObservable

  • An event triggered when the effect is (re)created

    Returns Observable<{ effect: Effect; subMesh: Nullable<SubMesh> }>

onUnBindObservable

  • An event triggered when the material is unbound

    Returns Observable<Material>

options

pointsCloud

  • get pointsCloud(): boolean
  • set pointsCloud(value: boolean): any
  • Gets the value specifying if point clouds are enabled

    Returns boolean

  • Sets the state of point cloud mode

    Parameters

    • value: boolean

    Returns any

shaderPath

  • get shaderPath(): any
  • set shaderPath(shaderPath: any): any
  • Gets the shader path used to define the shader code It can be modified to trigger a new compilation

    Returns any

  • Sets the shader path used to define the shader code It can be modified to trigger a new compilation

    Parameters

    • shaderPath: any

    Returns any

transparencyMode

  • get transparencyMode(): Nullable<number>
  • set transparencyMode(value: Nullable<number>): any
  • Gets the current transparency mode.

    Value Type Description
    0 OPAQUE
    1 ALPHATEST
    2 ALPHABLEND
    3 ALPHATESTANDBLEND

    Returns Nullable<number>

  • Sets the transparency mode of the material.

    Value Type Description
    0 OPAQUE
    1 ALPHATEST
    2 ALPHABLEND
    3 ALPHATESTANDBLEND

    Parameters

    Returns any

wireframe

  • get wireframe(): boolean
  • set wireframe(value: boolean): any
  • Sets the state of wireframe mode

    Returns boolean

  • Sets the state of wireframe mode

    Parameters

    • value: boolean

    Returns any

Methods

bindSearch playground for bind

  • Binds the material to the mesh

    Parameters

    • world: Matrix

      defines the world transformation matrix

    • Optional mesh: Mesh

      defines the mesh to bind the material to

    • Optional effectOverride: Nullable<Effect>

      If provided, use this effect instead of internal effect

    Returns void

bindForSubMeshSearch playground for bindForSubMesh

  • Binds the submesh to this material by preparing the effect and shader to draw

    Parameters

    • world: Matrix

      defines the world transformation matrix

    • mesh: Mesh

      defines the mesh containing the submesh

    • subMesh: SubMesh

      defines the submesh to bind the material to

    Returns void

bindOnlyWorldMatrixSearch playground for bindOnlyWorldMatrix

bindSceneUniformBufferSearch playground for bindSceneUniformBuffer

  • Binds the scene's uniform buffer to the effect.

    Parameters

    • effect: Effect

      defines the effect to bind to the scene uniform buffer

    • sceneUbo: UniformBuffer

      defines the uniform buffer storing scene data

    Returns void

bindViewSearch playground for bindView

  • bindView(effect: Effect): void
  • Binds the view matrix to the effect

    Parameters

    • effect: Effect

      defines the effect to bind the view matrix to

    Returns void

bindViewProjectionSearch playground for bindViewProjection

  • bindViewProjection(effect: Effect): void
  • Binds the view projection matrix to the effect

    Parameters

    • effect: Effect

      defines the effect to bind the view projection matrix to

    Returns void

cloneSearch playground for clone

  • Makes a duplicate of the material, and gives it a new name

    Parameters

    • name: string

      defines the new name for the duplicated material

    Returns ShaderMaterial

    the cloned material

disposeSearch playground for dispose

  • dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void
  • Disposes the material

    Parameters

    • Optional forceDisposeEffect: boolean

      specifies if effects should be forcefully disposed

    • Optional forceDisposeTextures: boolean

      specifies if textures should be forcefully disposed

    • Optional notBoundToMesh: boolean

      specifies if the material that is being disposed is known to be not bound to any mesh

    Returns void

forceCompilationSearch playground for forceCompilation

  • Force shader compilation

    Parameters

    • mesh: AbstractMesh

      defines the mesh associated with this material

    • Optional onCompiled: (material: Material) => void

      defines a function to execute once the material is compiled

    • Optional options: Partial<IMaterialCompilationOptions>

      defines the options to configure the compilation

    • Optional onError: (reason: string) => void

      defines a function to execute if the material fails compiling

        • (reason: string): void
        • Parameters

          • reason: string

          Returns void

    Returns void

forceCompilationAsyncSearch playground for forceCompilationAsync

  • Force shader compilation

    Parameters

    Returns Promise<void>

    a promise that resolves when the compilation completes

freezeSearch playground for freeze

  • freeze(): void
  • Locks updates for the material

    Returns void

getActiveTexturesSearch playground for getActiveTextures

  • Gets the active textures from the material

    Returns BaseTexture[]

    an array of textures

getAlphaTestTextureSearch playground for getAlphaTestTexture

  • Gets the texture used for the alpha test

    Returns Nullable<BaseTexture>

    the texture to use for alpha testing

getBindedMeshesSearch playground for getBindedMeshes

  • Gets the meshes bound to the material

    Returns AbstractMesh[]

    an array of meshes bound to the material

getClassNameSearch playground for getClassName

  • getClassName(): string
  • Gets the current class name of the material e.g. "ShaderMaterial" Mainly use in serialization.

    Returns string

    the class name

getEffectSearch playground for getEffect

getSceneSearch playground for getScene

  • Returns the current scene

    Returns Scene

    a Scene

hasTextureSearch playground for hasTexture

  • 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

isReadySearch playground for isReady

  • isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean
  • Checks if the material is ready to render the requested mesh

    Parameters

    • Optional mesh: AbstractMesh

      Define the mesh to render

    • Optional useInstances: boolean

      Define whether or not the material is used with instances

    Returns boolean

    true if ready, otherwise false

isReadyForSubMeshSearch playground for isReadyForSubMesh

  • Specifies that the submesh is ready to be used

    Parameters

    • mesh: AbstractMesh

      defines the mesh to check

    • subMesh: SubMesh

      defines which submesh to check

    • Optional useInstances: boolean

      specifies that instances should be used

    Returns boolean

    a boolean indicating that the submesh is ready or not

markAsDirtySearch playground for markAsDirty

  • markAsDirty(flag: number): void
  • 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

markDirtySearch playground for markDirty

  • markDirty(): void
  • Marks the material to indicate that it needs to be re-calculated

    Returns void

needAlphaBlendingSearch playground for needAlphaBlending

  • needAlphaBlending(): boolean
  • Specifies if the material will require alpha blending

    Returns boolean

    a boolean specifying if alpha blending is needed

needAlphaBlendingForMeshSearch playground for needAlphaBlendingForMesh

  • Specifies if the mesh will require alpha blending

    Parameters

    Returns boolean

    a boolean specifying if alpha blending is needed for the mesh

needAlphaTestingSearch playground for needAlphaTesting

  • needAlphaTesting(): boolean
  • Specifies if this material should be rendered in alpha test mode

    Returns boolean

    a boolean specifying if an alpha test is needed.

serializeSearch playground for serialize

  • serialize(): any
  • Serializes this material in a JSON representation

    Returns any

    the serialized material object

setArray2Search playground for setArray2

  • Set a vec2 array in the shader from a number array.

    Parameters

    • name: string

      Define the name of the uniform as defined in the shader

    • value: number[]

      Define the value to give to the uniform

    Returns ShaderMaterial

    the material itself allowing "fluent" like uniform updates

setArray3Search playground for setArray3

  • Set a vec3 array in the shader from a number array.

    Parameters

    • name: string

      Define the name of the uniform as defined in the shader

    • value: number[]

      Define the value to give to the uniform

    Returns ShaderMaterial

    the material itself allowing "fluent" like uniform updates

setArray4Search playground for setArray4

  • Set a vec4 array in the shader from a number array.

    Parameters

    • name: string

      Define the name of the uniform as defined in the shader

    • value: number[]

      Define the value to give to the uniform

    Returns ShaderMaterial

    the material itself allowing "fluent" like uniform updates

setColor3Search playground for setColor3

  • Set a vec3 in the shader from a Color3.

    Parameters

    • name: string

      Define the name of the uniform as defined in the shader

    • value: Color3

      Define the value to give to the uniform

    Returns ShaderMaterial

    the material itself allowing "fluent" like uniform updates

setColor3ArraySearch playground for setColor3Array

  • Set a vec3 array in the shader from a Color3 array.

    Parameters

    • name: string

      Define the name of the uniform as defined in the shader

    • value: Color3[]

      Define the value to give to the uniform

    Returns ShaderMaterial

    the material itself allowing "fluent" like uniform updates

setColor4Search playground for setColor4

  • Set a vec4 in the shader from a Color4.

    Parameters

    • name: string

      Define the name of the uniform as defined in the shader

    • value: Color4

      Define the value to give to the uniform

    Returns ShaderMaterial

    the material itself allowing "fluent" like uniform updates

setColor4ArraySearch playground for setColor4Array

  • Set a vec4 array in the shader from a Color4 array.

    Parameters

    • name: string

      Define the name of the uniform as defined in the shader

    • value: Color4[]

      Define the value to give to the uniform

    Returns ShaderMaterial

    the material itself allowing "fluent" like uniform updates

setFloatSearch playground for setFloat

  • Set a float in the shader.

    Parameters

    • name: string

      Define the name of the uniform as defined in the shader

    • value: number

      Define the value to give to the uniform

    Returns ShaderMaterial

    the material itself allowing "fluent" like uniform updates

setFloatsSearch playground for setFloats

  • Set an array of floats in the shader.

    Parameters

    • name: string

      Define the name of the uniform as defined in the shader

    • value: number[]

      Define the value to give to the uniform

    Returns ShaderMaterial

    the material itself allowing "fluent" like uniform updates

setIntSearch playground for setInt

  • Set a int in the shader.

    Parameters

    • name: string

      Define the name of the uniform as defined in the shader

    • value: number

      Define the value to give to the uniform

    Returns ShaderMaterial

    the material itself allowing "fluent" like uniform updates

setMatricesSearch playground for setMatrices

  • Set a float32Array in the shader from a matrix array.

    Parameters

    • name: string

      Define the name of the uniform as defined in the shader

    • value: Matrix[]

      Define the value to give to the uniform

    Returns ShaderMaterial

    the material itself allowing "fluent" like uniform updates

setMatrixSearch playground for setMatrix

  • Set a mat4 in the shader from a Matrix.

    Parameters

    • name: string

      Define the name of the uniform as defined in the shader

    • value: Matrix

      Define the value to give to the uniform

    Returns ShaderMaterial

    the material itself allowing "fluent" like uniform updates

setMatrix2x2Search playground for setMatrix2x2

  • setMatrix2x2(name: string, value: Float32Array | Array<number>): ShaderMaterial
  • Set a mat2 in the shader from a Float32Array.

    Parameters

    • name: string

      Define the name of the uniform as defined in the shader

    • value: Float32Array | Array<number>

      Define the value to give to the uniform

    Returns ShaderMaterial

    the material itself allowing "fluent" like uniform updates

setMatrix3x3Search playground for setMatrix3x3

  • setMatrix3x3(name: string, value: Float32Array | Array<number>): ShaderMaterial
  • Set a mat3 in the shader from a Float32Array.

    Parameters

    • name: string

      Define the name of the uniform as defined in the shader

    • value: Float32Array | Array<number>

      Define the value to give to the uniform

    Returns ShaderMaterial

    the material itself allowing "fluent" like uniform updates

setPrePassRendererSearch playground for setPrePassRenderer

  • Sets the required values to the prepass renderer.

    Parameters

    Returns boolean

    true if the pre pass is needed.

setTextureSearch playground for setTexture

  • Set a texture in the shader.

    Parameters

    • name: string

      Define the name of the uniform samplers as defined in the shader

    • texture: BaseTexture

      Define the texture to bind to this sampler

    Returns ShaderMaterial

    the material itself allowing "fluent" like uniform updates

setTextureArraySearch playground for setTextureArray

  • Set a texture array in the shader.

    Parameters

    • name: string

      Define the name of the uniform sampler array as defined in the shader

    • textures: BaseTexture[]

      Define the list of textures to bind to this sampler

    Returns ShaderMaterial

    the material itself allowing "fluent" like uniform updates

setVector2Search playground for setVector2

  • Set a vec2 in the shader from a Vector2.

    Parameters

    • name: string

      Define the name of the uniform as defined in the shader

    • value: Vector2

      Define the value to give to the uniform

    Returns ShaderMaterial

    the material itself allowing "fluent" like uniform updates

setVector3Search playground for setVector3

  • Set a vec3 in the shader from a Vector3.

    Parameters

    • name: string

      Define the name of the uniform as defined in the shader

    • value: Vector3

      Define the value to give to the uniform

    Returns ShaderMaterial

    the material itself allowing "fluent" like uniform updates

setVector4Search playground for setVector4

  • Set a vec4 in the shader from a Vector4.

    Parameters

    • name: string

      Define the name of the uniform as defined in the shader

    • value: Vector4

      Define the value to give to the uniform

    Returns ShaderMaterial

    the material itself allowing "fluent" like uniform updates

toStringSearch playground for toString

  • toString(fullDetails?: boolean): string
  • Returns a string representation of the current material

    Parameters

    • Optional fullDetails: boolean

      defines a boolean indicating which levels of logging is desired

    Returns string

    a string with material information

unbindSearch playground for unbind

  • unbind(): void
  • Unbinds the material from the mesh

    Returns void

unfreezeSearch playground for unfreeze

  • unfreeze(): void
  • Unlocks updates for the material

    Returns void

Static CreateFromSnippetAsyncSearch playground for CreateFromSnippetAsync

  • CreateFromSnippetAsync(snippetId: string, scene: Scene, rootUrl?: string): Promise<ShaderMaterial>
  • Creates a ShaderMaterial from a snippet saved by the Inspector

    Parameters

    • snippetId: string

      defines the snippet to load

    • scene: Scene

      defines the hosting scene

    • Optional rootUrl: string

      defines the root URL to use to load textures and relative dependencies

    Returns Promise<ShaderMaterial>

    a promise that will resolve to the new ShaderMaterial

Static ParseSearch playground for Parse

  • Creates a shader material from parsed shader material data

    Parameters

    • source: any

      defines the JSON represnetation of the material

    • scene: Scene

      defines the hosting scene

    • rootUrl: string

      defines the root URL to use to load textures and relative dependencies

    Returns ShaderMaterial

    a new material

Static ParseFromFileAsyncSearch playground for ParseFromFileAsync

  • Creates a new ShaderMaterial from a snippet saved in a remote file

    Parameters

    • name: Nullable<string>

      defines the name of the ShaderMaterial to create (can be null or empty to use the one from the json data)

    • url: string

      defines the url to load from

    • scene: Scene

      defines the hosting scene

    • Optional rootUrl: string

      defines the root URL to use to load textures and relative dependencies

    Returns Promise<ShaderMaterial>

    a promise that will resolve to the new ShaderMaterial

Legend

  • Inherited property
  • Inherited method
  • Inherited accessor
  • Property
  • Method
  • Constructor
  • Property
  • Static method