Material

Abstract base class for materials.

Materials describe the appearance of objects. They are defined in a (mostly) renderer-independent way, so you don't have to rewrite materials if you decide to use a different renderer.

The following properties and methods are inherited by all other material types (although they may have different defaults).

Constructor

Material()

This creates a generic material.

Properties

.alphaTest : Float

Sets the alpha value to be used when running an alpha test. The material will not be renderered if the opacity is lower than this value. Default is 0.

.blendDst : Integer

Blending destination. Default is OneMinusSrcAlphaFactor. See the destination factors constants for all possible values.
The material's blending must be set to CustomBlending for this to have any effect.

.blendDstAlpha : Integer

The transparency of the .blendDst. Default is null.

.blendEquation : Integer

Blending equation to use when applying blending. Default is AddEquation. See the blending equation constants for all possible values.
The material's blending must be set to CustomBlending for this to have any effect.

.blendEquationAlpha : Integer

The tranparency of the .blendEquation. Default is null.

.blending : Blending

Which blending to use when displaying objects with this material.
This must be set to CustomBlending to use custom blendSrc, blendDst or blendEquation.
See the blending mode constants for all possible values. Default is NormalBlending.

.blendSrc : Integer

Blending source. Default is SrcAlphaFactor. See the source factors constants for all possible values.
The material's blending must be set to CustomBlending for this to have any effect.

.blendSrcAlpha : Integer

The tranparency of the .blendSrc. Default is null.

.clipIntersection : Boolean

Changes the behavior of clipping planes so that only their intersection is clipped, rather than their union. Default is false.

.clippingPlanes : Array

User-defined clipping planes specified as v3d.Plane objects in world space. These planes apply to the objects this material is attached to. Points in space whose signed distance to the plane is negative are clipped (not rendered). This requires WebGLRenderer.localClippingEnabled to be true. See the WebGL / clipping /intersection example. Default is null.

.clipShadows : Boolean

Defines whether to clip shadows according to the clipping planes specified on this material. Default is false.

.colorWrite : Boolean

Whether to render the material's color. This can be used in conjunction with a mesh's renderOrder property to create invisible objects that occlude other objects. Default is true.

.customDepthMaterial : Material

Custom depth material to be used by this material when rendering to the depth map. When shadow-casting with a DirectionalLight or SpotLight, if you are (a) modifying vertex positions in the vertex shader, (b) using a displacement map, (c) using an alpha map with alphaTest, or (d) using a transparent texture with alphaTest, you must specify a customDepthMaterial for proper shadows. Default is undefined.

.customDistanceMaterial : Material

Same as customDepthMaterial, but used with PointLight. Default is undefined.

.defines : Object

Custom defines to be injected into the shader. These are passed in form of an object literal, with key/value pairs. { MY_CUSTOM_DEFINE: '' , PI2: Math.PI * 2 }. The pairs are defined in both vertex and fragment shaders. Default is undefined.

.depthFunc : Integer

Which depth function to use. Default is LessEqualDepth. See the depth mode constants for all possible values.

.depthTest : Boolean

Whether to have depth test enabled when rendering this material. Default is true.

.depthWrite : Boolean

Whether rendering this material has any effect on the depth buffer. Default is true.

When drawing 2D overlays it can be useful to disable the depth writing in order to layer several things together without creating z-index artifacts.

.flatShading : Boolean

Define whether the material is rendered with flat shading. Default is false.

.fog : Boolean

Whether the material is affected by fog. Default is true.

.id : Integer

Unique number for this material instance.

.isMaterial : Boolean

Used to check whether this or derived classes are materials. Default is true.

You should not change this, as it used internally for optimisation.

.lights : Boolean

Whether the material is affected by lights. Default is true.

.name : String

Optional name of the object (doesn't need to be unique). Default is an empty string.

.needsUpdate : Boolean

Specifies that the material needs to be recompiled.
This property is automatically set to true when instancing a new material.

.opacity : Float

Float in the range of 0.0 - 1.0 indicating how transparent the material is. A value of 0.0 indicates fully transparent, 1.0 is fully opaque.
If the material's transparent property is not set to true, the material will remain fully opaque and this value will only affect its color.
Default is 1.0.

.polygonOffset : Boolean

Whether to use polygon offset. Default is false. This corresponds to the GL_POLYGON_OFFSET_FILL WebGL feature.

.polygonOffsetFactor : Integer

Sets the polygon offset factor. Default is 0.

.polygonOffsetUnits : Integer

Sets the polygon offset units. Default is 0.

.precision : String

Override the renderer's default precision for this material. Can be "highp", "mediump" or "lowp". Default is null.

.premultipliedAlpha : Boolean

Whether to premultiply the alpha (transparency) value. See WebGL / Materials / Transparency for an example of the difference. Default is false.

.dithering : Boolean

Whether to apply dithering to the color to remove the appearance of banding. Default is false.

.shadowSide : Integer

Defines which side of faces cast shadows. When set, can be v3d.FrontSide, v3d.BackSide, or v3d.DoubleSide. Default is null.
If null, the side casting shadows is determined as follows:

Material.side Side casting shadows
v3d.FrontSide back side
v3d.BackSide front side
v3d.DoubleSide both sides

.side : Integer

Defines which side of faces will be rendered - front, back or both. Default is v3d.FrontSide. Other options are v3d.BackSide and v3d.DoubleSide.

.transparent : Boolean

Defines whether this material is transparent. This has an effect on rendering as transparent objects need special treatment and are rendered after non-transparent objects.
When set to true, the extent to which the material is transparent is controlled by setting it's opacity property.
Default is false.

.type : String

Value is the string 'Material'. This shouldn't be changed, and can be used to find all objects of this type in a scene.

.uuid : String

UUID of this material instance. This gets automatically assigned, so this shouldn't be edited.

.vertexColors : Integer

Defines whether vertex coloring is used. Default is v3d.NoColors. Other options are v3d.VertexColors and v3d.FaceColors.

.visible : Boolean

Defines whether this material is visible. Default is true.

.userData : object

An object that can be used to store custom data about the Material. It should not hold references to functions as these will not be cloned.

Methods

EventDispatcher methods are available on this class.

.clone () : Material

Return a new material with the same parameters as this material.

.copy (material : material) : Material

Copy the parameters from the passed material into this material.

.dispose () : null

This disposes the material. Textures of a material don't get disposed. These needs to be disposed by Texture.

.onBeforeCompile (shader : Object, renderer : WebGLRenderer) : null

An optional callback that is executed immediately before the shader program is compiled. This function is called with the shader source code as a parameter. Useful for the modification of built-in materials.

.setValues (values : object) : null

values -- a container with parameters.
Sets the properties based on the values.

.toJSON (meta : object) : null

meta -- object containing metadata such as textures or images for the material.
Convert the material to Verge3D JSON format.

Source

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