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Class OcclusionMaterial

A material to use for fast depth-only rendering.

since

5.0.0

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

Readonly stencilSearch playground for stencil

Gives access to the stencil properties 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 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 SnippetUrlSearch playground for SnippetUrl

SnippetUrl: string

Define the Url to load snippets

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

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

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

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

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

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.

    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

  • 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

    • Optional subMesh: SubMesh

      defines the submesh to bind the material to

    Returns void

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

  • 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

bindOnlyNormalMatrixSearch playground for bindOnlyNormalMatrix

  • bindOnlyNormalMatrix(normalMatrix: Matrix): void

bindOnlyWorldMatrixSearch playground for bindOnlyWorldMatrix

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
  • Initializes the uniform buffer layout for the shader.

    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

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 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

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

  • 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

    • Optional subMesh: SubMesh

      defines which submesh to render

    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

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

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

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

setExternalTextureSearch playground for setExternalTexture

  • Set an internal texture in the shader.

    Parameters

    • name: string

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

    • texture: ExternalTexture

      Define the texture to bind to this sampler

    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.

setQuaternionSearch playground for setQuaternion

  • Set a vec4 in the shader from a Quaternion.

    Parameters

    • name: string

      Define the name of the uniform as defined in the shader

    • value: Quaternion

      Define the value to give to the uniform

    Returns ShaderMaterial

    the material itself allowing "fluent" like uniform updates

setQuaternionArraySearch playground for setQuaternionArray

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

    Parameters

    • name: string

      Define the name of the uniform as defined in the shader

    • value: Quaternion[]

      Define the value to give to the uniform

    Returns ShaderMaterial

    the material itself allowing "fluent" like uniform updates

setStorageBufferSearch playground for setStorageBuffer

  • Set a storage buffer in the shader

    Parameters

    • name: string

      Define the name of the storage buffer as defined in the shader

    • buffer: StorageBuffer

      Define the value to give to the uniform

    Returns ShaderMaterial

    the material itself allowing "fluent" like uniform updates

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

setTextureSamplerSearch playground for setTextureSampler

  • Set a texture sampler in the shader

    Parameters

    • name: string

      Define the name of the uniform as defined in the shader

    • sampler: TextureSampler

      Define the value to give to the uniform

    Returns ShaderMaterial

    the material itself allowing "fluent" like uniform updates

setUniformBufferSearch playground for setUniformBuffer

  • Set a uniform buffer in the shader

    Parameters

    • name: string

      Define the name of the uniform as defined in the shader

    • buffer: UniformBuffer

      Define the value to give to the uniform

    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 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 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

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