Material Constants

These constants define properties common to all material types, with the exception of Texture Combine Operations which only apply to MeshBasicMaterial, MeshLambertMaterial and MeshPhongMaterial.

Side

v3d.FrontSide v3d.BackSide v3d.DoubleSide

Defines which side of faces will be rendered - front, back or both. Default is FrontSide.

Colors

v3d.NoColors v3d.FaceColors v3d.VertexColors

NoColors is the default and applies the material's color to all faces.
FaceColors colors faces according to each Face3 Color value.
VertexColors colors faces according to each Face3 vertexColors value. This is an array of three Colors, one for each vertex in the face.
See the geometry / colors example.

Blending Mode

v3d.NoBlending v3d.NormalBlending v3d.AdditiveBlending v3d.SubtractiveBlending v3d.MultiplyBlending v3d.CustomBlending

These control the source and destination blending equations for the material's RGB and Alpha sent to the WebGLRenderer for use by WebGL.
NormalBlending is the default.
Note that CustomBlending must be set to use Custom Blending Equations.
See the materials / blending example.

Depth Mode

v3d.NeverDepth v3d.AlwaysDepth v3d.LessDepth v3d.LessEqualDepth v3d.GreaterEqualDepth v3d.GreaterDepth v3d.NotEqualDepth

Which depth function the material uses to compare incoming pixels Z-depth against the current Z-depth buffer value. If the result of the comparison is true, the pixel will be drawn.
NeverDepth will never return true.
AlwaysDepth will always return true.
LessDepth will return true if the incoming pixel Z-depth is less than the current buffer Z-depth.
LessEqualDepth is the default and will return true if the incoming pixel Z-depth is less than or equal to the current buffer Z-depth.
GreaterEqualDepth will return true if the incoming pixel Z-depth is greater than or equal to the current buffer Z-depth.
GreaterDepth will return true if the incoming pixel Z-depth is greater than the current buffer Z-depth.
NotEqualDepth will return true if the incoming pixel Z-depth is not equal to the current buffer Z-depth.

Texture Combine Operations

v3d.MultiplyOperation v3d.MixOperation v3d.AddOperation

These define how the result of the surface's color is combined with the environment map (if present), for MeshBasicMaterial, MeshLambertMaterial and MeshPhongMaterial.
MultiplyOperation is the default and multiplies the environment map color with the surface color.
MixOperation uses reflectivity to blend between the two colors.
AddOperation adds the two colors.

Source

For more info on how to obtain the source code of this module see this page.