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Class PBRIridescenceConfiguration

Plugin that implements the iridescence (thin film) component of the PBR material






indexOfRefractionSearch playground for indexOfRefraction

indexOfRefraction: number

Defines the maximum thickness of the thin-film layer given in nanometers (nm).

intensitySearch playground for intensity

intensity: number

Defines the iridescence layer strength (between 0 and 1) it defaults to 1.

isEnabledSearch playground for isEnabled

isEnabled: boolean

Defines if the iridescence is enabled in the material.

Readonly markAllDefinesAsDirtySearch playground for markAllDefinesAsDirty

markAllDefinesAsDirty: () => void

Helper function to mark defines as being dirty.

Type declaration

    • (): void
    • Returns void

maximumThicknessSearch playground for maximumThickness

maximumThickness: number

Defines the maximum thickness of the thin-film layer given in nanometers (nm). This will be the thickness used if not thickness texture has been set.

minimumThicknessSearch playground for minimumThickness

minimumThickness: number

Defines the minimum thickness of the thin-film layer given in nanometers (nm).

nameSearch playground for name

name: string

Defines the name of the plugin

prioritySearch playground for priority

priority: number

Defines the priority of the plugin. Lower numbers run first.

registerForExtraEventsSearch playground for registerForExtraEvents

registerForExtraEvents: boolean

Indicates that this plugin should be notified for the extra events (HasRenderTargetTextures / FillRenderTargetTextures / HardBindForSubMesh)

textureSearch playground for texture

Stores the iridescence intensity in a texture (red channel)

thicknessTextureSearch playground for thicknessTexture

thicknessTexture: Nullable<BaseTexture>

Stores the iridescence thickness in a texture (green channel)


addFallbacksSearch playground for addFallbacks

  • addFallbacks(defines: MaterialIridescenceDefines, fallbacks: EffectFallbacks, currentRank: number): number

bindForSubMeshSearch playground for bindForSubMesh

collectDefinesSearch playground for collectDefines

  • collectDefines(defines: {}): void
  • Collects all defines.


    • defines: {}

      The object to append to.

      • [name: string]: { default: any; type: string }
        • default: any
        • type: string

    Returns void

copyToSearch playground for copyTo

  • Makes a duplicate of the current configuration into another one.


    Returns void

disposeSearch playground for dispose

  • dispose(forceDisposeTextures?: boolean): void
  • Parameters

    • Optional forceDisposeTextures: boolean

    Returns void

fillRenderTargetTexturesSearch playground for fillRenderTargetTextures

getActiveTexturesSearch playground for getActiveTextures

  • getActiveTextures(activeTextures: BaseTexture[]): void

getAnimatablesSearch playground for getAnimatables

getClassNameSearch playground for getClassName

  • getClassName(): string

getCustomCodeSearch playground for getCustomCode

  • getCustomCode(shaderType: string): Nullable<{}>
  • Returns a list of custom shader code fragments to customize the shader.


    • shaderType: string

      "vertex" or "fragment"

    Returns Nullable<{}>

    null if no code to be added, or a list of pointName => code. Note that pointName can also be a regular expression if it starts with a !. In that case, the string found by the regular expression (if any) will be replaced by the code provided.

getSamplersSearch playground for getSamplers

  • getSamplers(samplers: string[]): void

getUniformBuffersNamesSearch playground for getUniformBuffersNames

  • getUniformBuffersNames(ubos: string[]): void
  • Gets the uniform buffers names added by the plugin.


    • ubos: string[]

      list that the ubo names should be added to.

    Returns void

getUniformsSearch playground for getUniforms

  • getUniforms(): { fragment?: string; ubo?: Array<{ name: string; size: number; type: string }>; vertex?: string }
  • Returns { fragment?: string; ubo?: Array<{ name: string; size: number; type: string }>; vertex?: string }

    • Optional fragment?: string
    • Optional ubo?: Array<{ name: string; size: number; type: string }>
    • Optional vertex?: string

hardBindForSubMeshSearch playground for hardBindForSubMesh

  • Binds the material data (this function is called even if mustRebind() returns false)


    • uniformBuffer: UniformBuffer

      defines the Uniform buffer to fill in.

    • scene: Scene

      defines the scene the material belongs to.

    • engine: Engine

      defines the engine the material belongs to.

    • subMesh: SubMesh

      the submesh to bind data for

    Returns void

hasRenderTargetTexturesSearch playground for hasRenderTargetTextures

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

    Returns boolean

    true if this uses a render target otherwise false.

hasTextureSearch playground for hasTexture

isReadyForSubMeshSearch playground for isReadyForSubMesh

  • isReadyForSubMesh(defines: MaterialIridescenceDefines, scene: Scene): boolean

parseSearch playground for parse

  • parse(source: any, scene: Scene, rootUrl: string): void
  • Parses a anisotropy Configuration from a serialized object.


    • source: any

      Serialized object.

    • scene: Scene

      Defines the scene we are parsing for

    • rootUrl: string

      Defines the rootUrl to load from

    Returns void

prepareDefinesSearch playground for prepareDefines

  • prepareDefines(defines: MaterialIridescenceDefines, scene: Scene): void

serializeSearch playground for serialize

  • serialize(): any
  • Serializes this clear coat configuration.

    Returns any

    • An object with the serialized config.


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