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Class BackgroundMaterial

Background material used to create an efficient environment around your scene.

Hierarchy

  • PushMaterial
    • BackgroundMaterial

Implements

Index

Constructors

Properties

Accessors

Methods

Constructors

constructor

  • Instantiates a Background Material in the given scene

    Parameters

    • name: string

      The friendly name of the material

    • Optional scene: Scene

      The scene to add the material to

    Returns BackgroundMaterial

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

diffuseTextureSearch playground for diffuseTexture

diffuseTexture: Nullable<BaseTexture>

Diffuse Texture used in the material. Should be author in a specific way for the best result (refer to the documentation).

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

enableNoiseSearch playground for enableNoise

enableNoise: boolean

This helps reducing the banding effect that could occur on the background.

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

maxSimultaneousLightsSearch playground for maxSimultaneousLights

maxSimultaneousLights: int

Number of Simultaneous lights allowed on the material.

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

opacityFresnelSearch playground for opacityFresnel

opacityFresnel: boolean

This helps specifying that the material is falling off to the sky box at grazing angle. This helps ensuring a nice transition when the camera goes under the ground.

pointSizeSearch playground for pointSize

pointSize: number

Stores the size of points

primaryColorSearch playground for primaryColor

primaryColor: Color3

Key light Color (multiply against the environment texture)

reflectionAmountSearch playground for reflectionAmount

reflectionAmount: number

This specifies the weight of the reflection against the background in case of reflection Fresnel.

reflectionBlurSearch playground for reflectionBlur

reflectionBlur: float

Reflection Texture level of blur.

Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the texture twice.

reflectionFalloffDistanceSearch playground for reflectionFalloffDistance

reflectionFalloffDistance: number

This helps specifying the falloff radius off the reflection texture from the sceneCenter. This helps adding a nice falloff effect to the reflection if used as a mirror for instance.

reflectionFresnelSearch playground for reflectionFresnel

reflectionFresnel: boolean

This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle. This helps adding a mirror texture on the ground.

reflectionReflectance0Search playground for reflectionReflectance0

reflectionReflectance0: number

This specifies the weight of the reflection at grazing angle.

reflectionReflectance90Search playground for reflectionReflectance90

reflectionReflectance90: number

This specifies the weight of the reflection at a perpendicular point of view.

reflectionTextureSearch playground for reflectionTexture

reflectionTexture: Nullable<BaseTexture>

Reflection Texture used in the material. Should be author in a specific way for the best result (refer to the documentation).

reservedDataStoreSearch playground for reservedDataStore

reservedDataStore: any

For internal use only. Please do not use.

sceneCenterSearch playground for sceneCenter

sceneCenter: Vector3

In case of opacity Fresnel or reflection falloff, this is use as a scene center. It is usually zero but might be interesting to modify according to your setup.

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

shadowLevelSearch playground for shadowLevel

shadowLevel: float

Helps adjusting the shadow to a softer level if required. 0 means black shadows and 1 means no shadows.

shadowLightsSearch playground for shadowLights

shadowLights: Nullable<IShadowLight[]>

Specify the list of lights casting shadow on the material. All scene shadow lights will be included if null.

shadowOnlySearch playground for shadowOnly

shadowOnly: boolean

Make the material only render shadows

sideOrientationSearch playground for sideOrientation

sideOrientation: number

Stores the value for side orientation

stateSearch playground for state

state: string

The state of the material

Readonly stencilSearch playground for stencil

Gives access to the stencil properties of the material

switchToBGRSearch playground for switchToBGR

switchToBGR: boolean

Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB. Setting this flag to true (not done automatically!) will convert it back to RGB.

uniqueIdSearch playground for uniqueId

uniqueId: number

Gets or sets the unique id of the material

useEquirectangularFOVSearch playground for useEquirectangularFOV

useEquirectangularFOV: boolean

Enable the FOV adjustment feature controlled by fovMultiplier.

useRGBColorSearch playground for useRGBColor

useRGBColor: boolean

Helps to directly use the maps channels instead of their level.

zOffsetSearch playground for zOffset

zOffset: number

Stores the z offset Factor value

zOffsetUnitsSearch playground for zOffsetUnits

zOffsetUnits: number

Stores the z offset Units value

Static Readonly AllDirtyFlagSearch playground for AllDirtyFlag

AllDirtyFlag: 63 = 63

The all dirty flag value

Static Readonly AttributesDirtyFlagSearch playground for AttributesDirtyFlag

AttributesDirtyFlag: 8 = 8

The dirty attribute flag value

Static Readonly ClockWiseSideOrientationSearch playground for ClockWiseSideOrientation

ClockWiseSideOrientation: 0 = 0

Stores the clock-wise side orientation

Static Readonly CounterClockWiseSideOrientationSearch playground for CounterClockWiseSideOrientation

CounterClockWiseSideOrientation: 1 = 1

Stores the counter clock-wise side orientation

Static Readonly FresnelDirtyFlagSearch playground for FresnelDirtyFlag

FresnelDirtyFlag: 4 = 4

The dirty fresnel flag value

Static Readonly LightDirtyFlagSearch playground for LightDirtyFlag

LightDirtyFlag: 2 = 2

The dirty light flag value

Static Readonly LineListDrawModeSearch playground for LineListDrawMode

LineListDrawMode: 4 = 4

Returns the line list draw mode

Static Readonly LineLoopDrawModeSearch playground for LineLoopDrawMode

LineLoopDrawMode: 5 = 5

Returns the line loop draw mode

Static Readonly LineStripDrawModeSearch playground for LineStripDrawMode

LineStripDrawMode: 6 = 6

Returns the line strip draw mode

Static Readonly MATERIAL_ALPHABLENDSearch playground for MATERIAL_ALPHABLEND

MATERIAL_ALPHABLEND: 2 = 2

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: 1 = 1

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: 3 = 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.

Static Readonly MATERIAL_NORMALBLENDMETHOD_RNMSearch playground for MATERIAL_NORMALBLENDMETHOD_RNM

MATERIAL_NORMALBLENDMETHOD_RNM: 1 = 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/

Static Readonly MATERIAL_NORMALBLENDMETHOD_WHITEOUTSearch playground for MATERIAL_NORMALBLENDMETHOD_WHITEOUT

MATERIAL_NORMALBLENDMETHOD_WHITEOUT: 0 = 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/

Static Readonly MATERIAL_OPAQUESearch playground for MATERIAL_OPAQUE

MATERIAL_OPAQUE: 0 = 0

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

Static Readonly MiscDirtyFlagSearch playground for MiscDirtyFlag

MiscDirtyFlag: 16 = 16

The dirty misc flag value

Static OnEventObservableSearch playground for OnEventObservable

OnEventObservable: Observable<Material>

Event observable which raises global events common to all materials (like MaterialPluginEvent.Created)

Static Readonly PointFillModeSearch playground for PointFillMode

PointFillMode: 2 = 2

Returns the point fill mode

Static Readonly PointListDrawModeSearch playground for PointListDrawMode

PointListDrawMode: 3 = 3

Returns the point list draw mode

Static Readonly PrePassDirtyFlagSearch playground for PrePassDirtyFlag

PrePassDirtyFlag: 32 = 32

The dirty prepass flag value

Static StandardReflectance0Search playground for StandardReflectance0

StandardReflectance0: number

Standard reflectance value at parallel view angle.

Static StandardReflectance90Search playground for StandardReflectance90

StandardReflectance90: number

Standard reflectance value at grazing angle.

Static Readonly TextureDirtyFlagSearch playground for TextureDirtyFlag

TextureDirtyFlag: 1 = 1

The dirty texture flag value

Static Readonly TriangleFanDrawModeSearch playground for TriangleFanDrawMode

TriangleFanDrawMode: 8 = 8

Returns the triangle fan draw mode

Static Readonly TriangleFillModeSearch playground for TriangleFillMode

TriangleFillMode: 0 = 0

Returns the triangle fill mode

Static Readonly TriangleStripDrawModeSearch playground for TriangleStripDrawMode

TriangleStripDrawMode: 7 = 7

Returns the triangle strip draw mode

Static Readonly WireFrameFillModeSearch playground for WireFrameFillMode

WireFrameFillMode: 1 = 1

Returns the wireframe mode

Accessors

_perceptualColor

  • Experimental Internal Use Only.

    Key light Color in "perceptual value" meaning the color you would like to see on screen. This acts as a helper to set the primary color to a more "human friendly" value. Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the output color as close as possible from the chosen value. (This does not account for contrast color grading and color curves as they are considered post effect and not directly part of lighting setup.)

    Returns Nullable<Color3>

  • Experimental Internal Use Only.

    Key light Color in "perceptual value" meaning the color you would like to see on screen. This acts as a helper to set the primary color to a more "human friendly" value. Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the output color as close as possible from the chosen value. (This does not account for contrast color grading and color curves as they are considered post effect and not directly part of lighting setup.)

    Parameters

    Returns any

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

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

    Returns number

  • Sets the value of the alpha mode.

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

    Parameters

    • value: number

    Returns any

backFaceCulling

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

    Returns boolean

  • Sets the culling state (true to enable culling, false to disable)

    Parameters

    • value: boolean

    Returns any

cameraColorCurves

  • 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.

    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

    Returns any

cameraColorCurvesEnabled

  • get cameraColorCurvesEnabled(): boolean
  • set cameraColorCurvesEnabled(value: boolean): any
  • Gets whether the color curves effect is enabled.

    Returns boolean

  • Sets whether the color curves effect is enabled.

    Parameters

    • value: boolean

    Returns any

cameraColorGradingEnabled

  • get cameraColorGradingEnabled(): boolean
  • set cameraColorGradingEnabled(value: boolean): any
  • Gets whether the color grading effect is enabled.

    Returns boolean

  • Gets whether the color grading effect is enabled.

    Parameters

    • value: boolean

    Returns any

cameraColorGradingTexture

  • Gets the Color Grading 2D Lookup Texture.

    Returns Nullable<BaseTexture>

  • Sets the Color Grading 2D Lookup Texture.

    Parameters

    Returns any

cameraContrast

  • get cameraContrast(): float
  • set cameraContrast(value: float): any
  • Gets The camera contrast used on this material.

    Returns float

  • Sets The camera contrast used on this material.

    Parameters

    Returns any

cameraExposure

  • get cameraExposure(): float
  • set cameraExposure(value: float): any
  • 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 float

  • 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

    Returns any

cameraToneMappingEnabled

  • get cameraToneMappingEnabled(): boolean
  • set cameraToneMappingEnabled(value: boolean): any
  • Gets whether tonemapping is enabled or not.

    Returns boolean

  • Sets whether tonemapping is enabled or not

    Parameters

    • value: boolean

    Returns any

canRenderToMRT

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

    Returns boolean

cullBackFaces

  • get cullBackFaces(): boolean
  • set cullBackFaces(value: boolean): any
  • Gets the type of faces that should be culled

    Returns boolean

  • Sets the type of faces that should be culled (true for back faces, false for front faces)

    Parameters

    • value: boolean

    Returns any

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

fovMultiplier

  • get fovMultiplier(): number
  • set fovMultiplier(value: number): any
  • The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out". Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov. Recommended to be keep at 1.0 except for special cases.

    Returns number

  • The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out". Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov. Recommended to be keep at 1.0 except for special cases.

    Parameters

    • value: number

    Returns any

hasRenderTargetTextures

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

    Returns boolean

imageProcessingConfiguration

  • Gets the image processing configuration used either in this material.

    If sets to null, the scene one is in use.

    Returns Nullable<ImageProcessingConfiguration>

  • Sets the Default image processing configuration used either in the this material.

    If sets to null, the scene one is in use.

    Parameters

    Returns any

isFrozen

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

    Returns boolean

isPrePassCapable

  • get isPrePassCapable(): boolean

needDepthPrePass

  • get needDepthPrePass(): boolean
  • set needDepthPrePass(value: boolean): any

onBind

onBindObservable

onDispose

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

    Parameters

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

    Returns any

onEffectCreatedObservable

onUnBindObservable

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

primaryColorHighlightLevel

  • get primaryColorHighlightLevel(): float
  • set primaryColorHighlightLevel(value: float): any
  • Defines the level of the highlights (highlight area of the reflection map) in order to help scaling the colors. The primary color is used at the level chosen to define what the white area would look.

    Returns float

  • Defines the level of the highlights (highlight area of the reflection map) in order to help scaling the colors. The primary color is used at the level chosen to define what the white area would look.

    Parameters

    Returns any

primaryColorShadowLevel

  • get primaryColorShadowLevel(): float
  • set primaryColorShadowLevel(value: float): any
  • Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors. The color opposite to the primary color is used at the level chosen to define what the black area would look.

    Returns float

  • Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors. The color opposite to the primary color is used at the level chosen to define what the black area would look.

    Parameters

    Returns any

reflectionStandardFresnelWeight

  • set reflectionStandardFresnelWeight(value: number): any
  • Sets the reflection reflectance fresnel values according to the default standard empirically know to work well :-)

    Parameters

    • value: number

    Returns any

transparencyMode

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

    ValueTypeDescription
    0OPAQUE
    1ALPHATEST
    2ALPHABLEND
    3ALPHATESTANDBLEND

    Returns Nullable<number>

  • Sets the transparency mode of the material.

    ValueTypeDescription
    0OPAQUE
    1ALPHATEST
    2ALPHABLEND
    3ALPHATESTANDBLEND

    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

bindEyePositionSearch playground for bindEyePosition

  • bindEyePosition(effect: Effect, variableName?: string): void
  • Binds the view matrix to the effect

    Parameters

    • effect: Effect

      defines the effect to bind the view matrix to

    • Optional variableName: string

      name of the shader variable that will hold the eye position

    Returns void

bindForSubMeshSearch playground for bindForSubMesh

  • Bind the material for a dedicated submeh (every used meshes will be considered opaque).

    Parameters

    • world: Matrix

      The world matrix to bind.

    • mesh: Mesh
    • subMesh: SubMesh

      The submesh to bind for.

    Returns void

bindOnlyNormalMatrixSearch playground for bindOnlyNormalMatrix

  • bindOnlyNormalMatrix(normalMatrix: Matrix): void

bindOnlyWorldMatrixSearch playground for bindOnlyWorldMatrix

  • bindOnlyWorldMatrix(world: Matrix): void
  • Bind only the world matrix to the material.

    Parameters

    • world: Matrix

      The world matrix to bind.

    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 and projection matrices to the effect

    Parameters

    • effect: Effect

      defines the effect to bind the view projection and projection matrices to

    Returns void

buildUniformLayoutSearch playground for buildUniformLayout

  • buildUniformLayout(): void
  • Build the uniform buffer used in the material.

    Returns void

cloneSearch playground for clone

  • Clones the material.

    Parameters

    • name: string

      The cloned name.

    Returns BackgroundMaterial

    The cloned material.

disposeSearch playground for dispose

  • dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void
  • Dispose the material.

    Parameters

    • Optional forceDisposeEffect: boolean

      Force disposal of the associated effect.

    • Optional forceDisposeTextures: boolean

      Force disposal of the associated textures.

    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

freezeSearch playground for freeze

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

    Returns void

getActiveTexturesSearch playground for getActiveTextures

getAlphaTestTextureSearch playground for getAlphaTestTexture

getAnimatablesSearch playground for getAnimatables

getBindedMeshesSearch playground for getBindedMeshes

getClassNameSearch playground for getClassName

  • getClassName(): string
  • Gets the class name of the material

    Returns string

    "BackgroundMaterial"

getEffectSearch playground for getEffect

getSceneSearch playground for getScene

hasTextureSearch playground for hasTexture

  • Checks to see if a texture is used in the material.

    Parameters

    Returns boolean

    • Boolean specifying if a texture is used in the material.

isReadySearch playground for isReady

  • isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean

isReadyForSubMeshSearch playground for isReadyForSubMesh

  • Checks whether the material is ready to be rendered for a given mesh.

    Parameters

    • mesh: AbstractMesh

      The mesh to render

    • subMesh: SubMesh

      The submesh to check against

    • Optional useInstances: boolean

      Specify wether or not the material is used with instances

    Returns boolean

    true if all the dependencies are ready (Textures, Effects...)

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
  • The entire material has been created in order to prevent overdraw.

    Returns boolean

    true if blending is enable

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
  • The entire material has been created in order to prevent overdraw.

    Returns boolean

    false

resetDrawCacheSearch playground for resetDrawCache

  • resetDrawCache(): void
  • Resets the draw wrappers cache for all submeshes that are using this material

    Returns void

serializeSearch playground for serialize

  • serialize(): any
  • Serializes the current material to its JSON representation.

    Returns any

    The JSON representation.

setPrePassRendererSearch playground for setPrePassRenderer

  • Sets the required values to the prepass renderer.

    Parameters

    Returns boolean

    true if the pre pass is needed.

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
  • Unbind the material.

    Returns void

unfreezeSearch playground for unfreeze

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

    Returns void

Static ParseSearch playground for Parse

  • Parse a JSON input to create back a background material.

    Parameters

    • source: any

      The JSON data to parse

    • scene: Scene

      The scene to create the parsed material in

    • rootUrl: string

      The root url of the assets the material depends upon

    Returns BackgroundMaterial

    the instantiated BackgroundMaterial.

Legend

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