API Reference

Class List

pc.StandardMaterial

Extends: pc.Material

A Standard material is the main, general purpose material that is most often used for rendering. It can approximate a wide variety of surface types and can simulate dynamic reflected light. Most maps can use 3 types of input values in any combination: constant (color or number), mesh vertex colors and a texture. All enabled inputs are multiplied together.

// Create a new Standard material
var material = new pc.StandardMaterial();

// Update the material's diffuse and specular properties
material.diffuse.set(1, 0, 0);
material.specular.set(1, 1, 1);

// Notify the material that it has been modified
material.update();

Summary

Properties

ambient

The ambient color of the material.

ambientTint

Enables scene ambient multiplication by material ambient color.

anisotropy

Defines amount of anisotropy.

aoMap

Baked ambient occlusion (AO) map (default is null).

aoMapChannel

Color channel of the AO map to use.

aoMapOffset

Controls the 2D offset of the AO map.

aoMapTiling

Controls the 2D tiling of the AO map.

aoMapUv

AO map UV channel

aoVertexColor

Use mesh vertex colors for AO.

aoVertexColorChannel

Vertex color channels to use for AO.

bumpiness

The bumpiness of the material.

chunks

Object containing custom shader chunks that will replace default ones.

clearCoat

Defines the strength of clear coat layer from 0 to 1.

clearCoatGlossiness

Defines the glossiness of the clear coat layer from 0 (rough) to 1 (mirror).

conserveEnergy

Defines how diffuse and specular components are combined when Fresnel is on.

cubeMap

The cubic environment map of the material (default is null).

cubeMapProjection

The type of projection applied to the cubeMap property:

cubeMapProjectionBox

The world space axis-aligned bounding box defining the box-projection used for the cubeMap property.

diffuse

The diffuse color of the material.

diffuseDetailMap

The detail (secondary) diffuse map of the material (default is null).

diffuseDetailMapChannel

Color channels of the detail (secondary) diffuse map to use.

diffuseDetailMapOffset

Controls the 2D offset of the detail (secondary) diffuse map.

diffuseDetailMapTiling

Controls the 2D tiling of the detail (secondary) diffuse map.

diffuseDetailMapUv

Detail (secondary) diffuse map UV channel.

diffuseDetailMode

Determines how the main (primary) and detail (secondary) diffuse maps are blended together.

diffuseMap

The main (primary) diffuse map of the material (default is null).

diffuseMapChannel

Color channels of the main (primary) diffuse map to use.

diffuseMapOffset

Controls the 2D offset of the main (primary) diffuse map.

diffuseMapTiling

Controls the 2D tiling of the main (primary) diffuse map.

diffuseMapUv

Main (primary) diffuse map UV channel.

diffuseTint

Multiply main (primary) diffuse map and/or diffuse vertex color by the constant diffuse value.

diffuseVertexColor

Use mesh vertex colors for diffuse.

diffuseVertexColorChannel

Vertex color channels to use for diffuse.

emissive

The emissive color of the material.

emissiveIntensity

Emissive color multiplier.

emissiveMap

The emissive map of the material (default is null).

emissiveMapChannel

Color channels of the emissive map to use.

emissiveMapOffset

Controls the 2D offset of the emissive map.

emissiveMapTiling

Controls the 2D tiling of the emissive map.

emissiveMapUv

Emissive map UV channel.

emissiveTint

Multiply emissive map and/or emissive vertex color by the constant emissive value.

emissiveVertexColor

Use mesh vertex colors for emission.

emissiveVertexColorChannel

Vertex color channels to use for emission.

enableGGXSpecular

Enables GGX specular.

fresnelModel

Defines the formula used for Fresnel effect.

glossMap

Glossiness map (default is null).

glossMapChannel

Color channel of the gloss map to use.

glossMapOffset

Controls the 2D offset of the gloss map.

glossMapTiling

Controls the 2D tiling of the gloss map.

glossMapUv

Gloss map UV channel.

glossVertexColor

Use mesh vertex colors for glossiness.

glossVertexColorChannel

Vertex color channel to use for glossiness.

heightMap

The height map of the material (default is null).

heightMapChannel

Color channel of the height map to use.

heightMapFactor

Height map multiplier.

heightMapOffset

Controls the 2D offset of the height map.

heightMapTiling

Controls the 2D tiling of the height map.

heightMapUv

Height map UV channel.

lightMap

A custom lightmap of the material (default is null).

lightMapChannel

Color channels of the lightmap to use.

lightMapOffset

Controls the 2D offset of the lightmap.

lightMapTiling

Controls the 2D tiling of the lightmap.

lightMapUv

Lightmap UV channel

lightVertexColor

Use baked vertex lighting.

lightVertexColorChannel

Vertex color channels to use for baked lighting.

metalness

Defines how much the surface is metallic.

metalnessMap

Monochrome metalness map (default is null).

metalnessMapChannel

Color channel of the metalness map to use.

metalnessMapOffset

Controls the 2D offset of the metalness map.

metalnessMapTiling

Controls the 2D tiling of the metalness map.

metalnessMapUv

Metalness map UV channel.

metalnessVertexColor

Use mesh vertex colors for metalness.

metalnessVertexColorChannel

Vertex color channel to use for metalness.

normalDetailMap

The detail (secondary) normal map of the material (default is null).

normalDetailMapBumpiness

The bumpiness of the material.

normalDetailMapOffset

Controls the 2D offset of the detail (secondary) normal map.

normalDetailMapTiling

Controls the 2D tiling of the detail (secondary) normal map.

normalDetailMapUv

Detail (secondary) normal map UV channel.

normalMap

The main (primary) normal map of the material (default is null).

normalMapOffset

Controls the 2D offset of the main (primary) normal map.

normalMapTiling

Controls the 2D tiling of the main (primary) normal map.

normalMapUv

Main (primary) normal map UV channel.

occludeDirect

Tells if AO should darken directional lighting.

occludeSpecular

Uses ambient occlusion to darken specular/reflection.

occludeSpecularIntensity

Controls visibility of specular occlusion.

onUpdateShader

A custom function that will be called after all shader generator properties are collected and before shader code is generated.

opacity

The opacity of the material.

opacityMap

The opacity map of the material (default is null).

opacityMapChannel

Color channel of the opacity map to use.

opacityMapOffset

Controls the 2D offset of the opacity map.

opacityMapTiling

Controls the 2D tiling of the opacity map.

opacityMapUv

Opacity map UV channel.

opacityVertexColor

Use mesh vertex colors for opacity.

opacityVertexColorChannel

Vertex color channels to use for opacity.

pixelSnap

Align vertices to pixel co-ordinates when rendering.

reflectivity

Environment map intensity.

refraction

Defines the visibility of refraction.

refractionIndex

Defines the index of refraction, i.

shadingModel

Defines the shading model.

shininess

Defines glossiness of the material from 0 (rough) to 100 (shiny mirror).

specular

The specular color of the material.

specularAntialias

Enables Toksvig AA for mipmapped normal maps with specular.

specularMap

The specular map of the material (default is null).

specularMapChannel

Color channels of the specular map to use.

specularMapOffset

Controls the 2D offset of the specular map.

specularMapTiling

Controls the 2D tiling of the specular map.

specularMapUv

Specular map UV channel.

specularTint

Multiply specular map and/or specular vertex color by the constant specular value.

specularVertexColor

Use mesh vertex colors for specular.

specularVertexColorChannel

Vertex color channels to use for specular.

sphereMap

The spherical environment map of the material (default is null).

twoSidedLighting

Calculate proper normals (and therefore lighting) on backfaces

useFog

Apply fogging (as configured in scene settings)

useGammaTonemap

Apply gamma correction and tonemapping (as configured in scene settings)

useLighting

Apply lighting

useMetalness

Use metalness properties instead of specular.

useSkybox

Apply scene skybox as prefiltered environment map

Methods

clone

Duplicates a Standard material.

Inherited

Properties

alphaTest

The alpha test reference value to control which fragments are written to the currently active render target based on alpha value.

alphaToCoverage

Enables or disables alpha to coverage (WebGL2 only).

alphaWrite

If true, the alpha component of fragments generated by the shader of this material is written to the color buffer of the currently active render target.

blendType

Controls how primitives are blended when being written to the currently active render target.

blueWrite

If true, the blue component of fragments generated by the shader of this material is written to the color buffer of the currently active render target.

cull

Controls how triangles are culled based on their face direction with respect to the viewpoint.

depthBias

Offsets the output depth buffer value.

depthTest

If true, fragments generated by the shader of this material are only written to the current render target if they pass the depth test.

depthWrite

If true, fragments generated by the shader of this material write a depth value to the depth buffer of the currently active render target.

greenWrite

If true, the green component of fragments generated by the shader of this material is written to the color buffer of the currently active render target.

name

The name of the material.

redWrite

If true, the red component of fragments generated by the shader of this material is written to the color buffer of the currently active render target.

shader

The shader used by this material to render mesh instances (default is null).

slopeDepthBias

Same as pc.Material#depthBias, but also depends on the slope of the triangle relative to the camera.

stencilBack

Stencil parameters for back faces (default is null).

stencilFront

Stencil parameters for front faces (default is null).

Methods

deleteParameter

Deletes a shader parameter on a material.

destroy

Removes this material from the scene and possibly frees up memory from its shaders (if there are no other materials using it).

getParameter

Retrieves the specified shader parameter from a material.

setParameter

Sets a shader parameter on a material.

setParameters

Pushes all material parameters into scope.

update

Applies any changes made to the material's properties.

Details

Constructor

StandardMaterial()

// Create a new Standard material
var material = new pc.StandardMaterial();

// Update the material's diffuse and specular properties
material.diffuse.set(1, 0, 0);
material.specular.set(1, 1, 1);

// Notify the material that it has been modified
material.update();

Properties

pc.Colorambient

The ambient color of the material. This color value is 3-component (RGB), where each component is between 0 and 1.

booleanambientTint

Enables scene ambient multiplication by material ambient color.

numberanisotropy

Defines amount of anisotropy. Requires enableGGXSpecular is set to true.

  • When anisotropy == 0, specular is isotropic.
  • When anisotropy < 0, anistropy direction aligns with the tangent, and specular anisotropy increases as the anisotropy value decreases to minimum of -1.
  • When anisotropy > 0, anistropy direction aligns with the bi-normal, and specular anisotropy increases as anisotropy value increases to maximum of 1.

pc.Texture, nullaoMap

Baked ambient occlusion (AO) map (default is null). Modulates ambient color.

stringaoMapChannel

Color channel of the AO map to use. Can be "r", "g", "b" or "a".

pc.Vec2aoMapOffset

Controls the 2D offset of the AO map. Each component is between 0 and 1.

pc.Vec2aoMapTiling

Controls the 2D tiling of the AO map.

numberaoMapUv

AO map UV channel

booleanaoVertexColor

Use mesh vertex colors for AO. If aoMap is set, it'll be multiplied by vertex colors.

stringaoVertexColorChannel

Vertex color channels to use for AO. Can be "r", "g", "b" or "a".

numberbumpiness

The bumpiness of the material. This value scales the assigned main (primary) normal map. It should be normally between 0 (no bump mapping) and 1 (full bump mapping), but can be set to e.g. 2 to give even more pronounced bump effect.

objectchunks

Object containing custom shader chunks that will replace default ones.

numberclearCoat

Defines the strength of clear coat layer from 0 to 1. Clear coat layer is disabled when clearCoat == 0. Default value is 0 (disabled).

numberclearCoatGlossiness

Defines the glossiness of the clear coat layer from 0 (rough) to 1 (mirror).

booleanconserveEnergy

Defines how diffuse and specular components are combined when Fresnel is on. It is recommended that you leave this option enabled, although you may want to disable it in case when all reflection comes only from a few light sources, and you don't use an environment map, therefore having mostly black reflection.

pc.Texture, nullcubeMap

The cubic environment map of the material (default is null). Overrides sphereMap. Affects reflections. If cubemap is prefiltered, will also affect ambient color.

numbercubeMapProjection

The type of projection applied to the cubeMap property:

  • pc.CUBEPROJ_NONE: The cube map is treated as if it is infinitely far away.
  • pc.CUBEPROJ_BOX: Box-projection based on a world space axis-aligned bounding box. Defaults to pc.CUBEPROJ_NONE.

pc.BoundingBoxcubeMapProjectionBox

The world space axis-aligned bounding box defining the box-projection used for the cubeMap property. Only used when cubeMapProjection is set to pc.CUBEPROJ_BOX.

pc.Colordiffuse

The diffuse color of the material. This color value is 3-component (RGB), where each component is between 0 and 1. Defines basic surface color (aka albedo).

pc.Texture, nulldiffuseDetailMap

The detail (secondary) diffuse map of the material (default is null). Will only be used if main (primary) diffuse map is non-null.

stringdiffuseDetailMapChannel

Color channels of the detail (secondary) diffuse map to use. Can be "r", "g", "b", "a", "rgb" or any swizzled combination.

pc.Vec2diffuseDetailMapOffset

Controls the 2D offset of the detail (secondary) diffuse map. Each component is between 0 and 1.

pc.Vec2diffuseDetailMapTiling

Controls the 2D tiling of the detail (secondary) diffuse map.

numberdiffuseDetailMapUv

Detail (secondary) diffuse map UV channel.

stringdiffuseDetailMode

Determines how the main (primary) and detail (secondary) diffuse maps are blended together. Can be:

pc.Texture, nulldiffuseMap

The main (primary) diffuse map of the material (default is null).

stringdiffuseMapChannel

Color channels of the main (primary) diffuse map to use. Can be "r", "g", "b", "a", "rgb" or any swizzled combination.

pc.Vec2diffuseMapOffset

Controls the 2D offset of the main (primary) diffuse map. Each component is between 0 and 1.

pc.Vec2diffuseMapTiling

Controls the 2D tiling of the main (primary) diffuse map.

numberdiffuseMapUv

Main (primary) diffuse map UV channel.

booleandiffuseTint

Multiply main (primary) diffuse map and/or diffuse vertex color by the constant diffuse value.

booleandiffuseVertexColor

Use mesh vertex colors for diffuse. If diffuseMap or are diffuseTint are set, they'll be multiplied by vertex colors.

stringdiffuseVertexColorChannel

Vertex color channels to use for diffuse. Can be "r", "g", "b", "a", "rgb" or any swizzled combination.

pc.Coloremissive

The emissive color of the material. This color value is 3-component (RGB), where each component is between 0 and 1.

numberemissiveIntensity

Emissive color multiplier.

pc.Texture, nullemissiveMap

The emissive map of the material (default is null). Can be HDR.

stringemissiveMapChannel

Color channels of the emissive map to use. Can be "r", "g", "b", "a", "rgb" or any swizzled combination.

pc.Vec2emissiveMapOffset

Controls the 2D offset of the emissive map. Each component is between 0 and 1.

pc.Vec2emissiveMapTiling

Controls the 2D tiling of the emissive map.

numberemissiveMapUv

Emissive map UV channel.

booleanemissiveTint

Multiply emissive map and/or emissive vertex color by the constant emissive value.

booleanemissiveVertexColor

Use mesh vertex colors for emission. If emissiveMap or emissiveTint are set, they'll be multiplied by vertex colors.

stringemissiveVertexColorChannel

Vertex color channels to use for emission. Can be "r", "g", "b", "a", "rgb" or any swizzled combination.

booleanenableGGXSpecular

Enables GGX specular. Also enables anisotropy parameter to set material anisotropy.

numberfresnelModel

Defines the formula used for Fresnel effect. As a side-effect, enabling any Fresnel model changes the way diffuse and reflection components are combined. When Fresnel is off, legacy non energy-conserving combining is used. When it is on, combining behaviour is defined by conserveEnergy parameter.

pc.Texture, nullglossMap

Glossiness map (default is null). If specified, will be multiplied by normalized 'shininess' value and/or vertex colors.

stringglossMapChannel

Color channel of the gloss map to use. Can be "r", "g", "b" or "a".

pc.Vec2glossMapOffset

Controls the 2D offset of the gloss map. Each component is between 0 and 1.

pc.Vec2glossMapTiling

Controls the 2D tiling of the gloss map.

numberglossMapUv

Gloss map UV channel.

booleanglossVertexColor

Use mesh vertex colors for glossiness. If glossMap is set, it'll be multiplied by vertex colors.

stringglossVertexColorChannel

Vertex color channel to use for glossiness. Can be "r", "g", "b" or "a".

pc.Texture, nullheightMap

The height map of the material (default is null). Used for a view-dependent parallax effect. The texture must represent the height of the surface where darker pixels are lower and lighter pixels are higher. It is recommended to use it together with a normal map.

stringheightMapChannel

Color channel of the height map to use. Can be "r", "g", "b" or "a".

numberheightMapFactor

Height map multiplier. Affects the strength of the parallax effect.

pc.Vec2heightMapOffset

Controls the 2D offset of the height map. Each component is between 0 and 1.

pc.Vec2heightMapTiling

Controls the 2D tiling of the height map.

numberheightMapUv

Height map UV channel.

pc.Texture, nulllightMap

A custom lightmap of the material (default is null). Lightmaps are textures that contain pre-rendered lighting. Can be HDR.

stringlightMapChannel

Color channels of the lightmap to use. Can be "r", "g", "b", "a", "rgb" or any swizzled combination.

pc.Vec2lightMapOffset

Controls the 2D offset of the lightmap. Each component is between 0 and 1.

pc.Vec2lightMapTiling

Controls the 2D tiling of the lightmap.

numberlightMapUv

Lightmap UV channel

booleanlightVertexColor

Use baked vertex lighting. If lightMap is set, it'll be multiplied by vertex colors.

stringlightVertexColorChannel

Vertex color channels to use for baked lighting. Can be "r", "g", "b", "a", "rgb" or any swizzled combination.

numbermetalness

Defines how much the surface is metallic. From 0 (dielectric) to 1 (metal).

pc.Texture, nullmetalnessMap

Monochrome metalness map (default is null).

stringmetalnessMapChannel

Color channel of the metalness map to use. Can be "r", "g", "b" or "a".

pc.Vec2metalnessMapOffset

Controls the 2D offset of the metalness map. Each component is between 0 and 1.

pc.Vec2metalnessMapTiling

Controls the 2D tiling of the metalness map.

numbermetalnessMapUv

Metalness map UV channel.

booleanmetalnessVertexColor

Use mesh vertex colors for metalness. If metalnessMap is set, it'll be multiplied by vertex colors.

stringmetalnessVertexColorChannel

Vertex color channel to use for metalness. Can be "r", "g", "b" or "a".

pc.Texture, nullnormalDetailMap

The detail (secondary) normal map of the material (default is null). Will only be used if main (primary) normal map is non-null.

numbernormalDetailMapBumpiness

The bumpiness of the material. This value scales the assigned detail (secondary) normal map. It should be normally between 0 (no bump mapping) and 1 (full bump mapping), but can be set to e.g. 2 to give even more pronounced bump effect.

pc.Vec2normalDetailMapOffset

Controls the 2D offset of the detail (secondary) normal map. Each component is between 0 and 1.

pc.Vec2normalDetailMapTiling

Controls the 2D tiling of the detail (secondary) normal map.

numbernormalDetailMapUv

Detail (secondary) normal map UV channel.

pc.Texture, nullnormalMap

The main (primary) normal map of the material (default is null). The texture must contains normalized, tangent space normals.

pc.Vec2normalMapOffset

Controls the 2D offset of the main (primary) normal map. Each component is between 0 and 1.

pc.Vec2normalMapTiling

Controls the 2D tiling of the main (primary) normal map.

numbernormalMapUv

Main (primary) normal map UV channel.

numberoccludeDirect

Tells if AO should darken directional lighting.

numberoccludeSpecular

Uses ambient occlusion to darken specular/reflection. It's a hack, because real specular occlusion is view-dependent. However, it can be better than nothing.

numberoccludeSpecularIntensity

Controls visibility of specular occlusion.

pc.callbacks.UpdateShaderonUpdateShader

A custom function that will be called after all shader generator properties are collected and before shader code is generated. This function will receive an object with shader generator settings (based on current material and scene properties), that you can change and then return. Returned value will be used instead. This is mostly useful when rendering the same set of objects, but with different shader variations based on the same material. For example, you may wish to render a depth or normal pass using textures assigned to the material, a reflection pass with simpler shaders and so on. Properties of the object passed into this function are:

  • pass: value of pc.Layer#shaderPass of the Layer being rendered.
  • chunks: Object containing custom shader chunks that will replace default ones.
  • customFragmentShader: Completely replace fragment shader with this code.
  • forceUv1: if UV1 (second set of texture coordinates) is required in the shader. Will be declared as "vUv1" and passed to the fragment shader.
  • fog: the type of fog being applied in the shader. See pc.Scene#fog for the list of possible values.
  • gamma: the type of gamma correction being applied in the shader. See pc.Scene#gammaCorrection for the list of possible values.
  • toneMap: the type of tone mapping being applied in the shader. See pc.Scene#toneMapping for the list of possible values.
  • ambientTint: the value of pc.StandardMaterial#ambientTint.
  • specularAntialias: the value of pc.StandardMaterial#specularAntialias.
  • conserveEnergy: the value of pc.StandardMaterial#conserveEnergy.
  • occludeSpecular: the value of pc.StandardMaterial#occludeSpecular.
  • occludeDirect: the value of pc.StandardMaterial#occludeDirect.
  • shadingModel: the value of pc.StandardMaterial#shadingModel.
  • fresnelModel: the value of pc.StandardMaterial#fresnelModel.
  • cubeMapProjection: the value of pc.StandardMaterial#cubeMapProjection.
  • useMetalness: the value of pc.StandardMaterial#useMetalness.
  • blendType: the value of pc.Material#blendType.
  • twoSidedLighting: the value of pc.Material#twoSidedLighting.
  • diffuseTint: defines if pc.StandardMaterial#diffuse constant should affect diffuse color.
  • specularTint: defines if pc.StandardMaterial#specular constant should affect specular color.
  • metalnessTint: defines if pc.StandardMaterial#metalness constant should affect metalness value.
  • glossTint: defines if pc.StandardMaterial#shininess constant should affect glossiness value.
  • emissiveTint: defines if pc.StandardMaterial#emissive constant should affect emission value.
  • opacityTint: defines if pc.StandardMaterial#opacity constant should affect opacity value.
  • occludeSpecularFloat: defines if pc.StandardMaterial#occludeSpecularIntensity constant should affect specular occlusion.
  • alphaTest: enable alpha testing. See pc.Material#alphaTest.
  • alphaToCoverage: enable alpha to coverage. See pc.Material#alphaToCoverage.
  • sphereMap: if pc.StandardMaterial#sphereMap is used.
  • cubeMap: if pc.StandardMaterial#cubeMap is used.
  • dpAtlas: if dual-paraboloid reflection is used. Dual paraboloid reflections replace prefiltered cubemaps on certain platform (mostly Android) for performance reasons.
  • ambientSH: if ambient spherical harmonics are used. Ambient SH replace prefiltered cubemap ambient on certain platform (mostly Android) for performance reasons.
  • useSpecular: if any specular or reflections are needed at all.
  • rgbmAmbient: if ambient cubemap or spherical harmonics are RGBM-encoded.
  • hdrAmbient: if ambient cubemap or spherical harmonics are plain float HDR data.
  • rgbmReflection: if reflection cubemap or dual paraboloid are RGBM-encoded.
  • hdrReflection: if reflection cubemap or dual paraboloid are plain float HDR data.
  • fixSeams: if cubemaps require seam fixing (see pc.Texture#options.fixCubemapSeams).
  • prefilteredCubemap: if prefiltered cubemaps are used.
  • emissiveFormat: how emissiveMap must be sampled. This value is based on pc.Texture#options.rgbm and pc.Texture#options.format. Possible values are:
    • 0: sRGB texture
    • 1: RGBM-encoded HDR texture
    • 2: Simple read (no conversion from sRGB)
  • lightMapFormat: how lightMap must be sampled. This value is based on pc.Texture#options.rgbm and pc.Texture#options.format. Possible values are:
    • 0: sRGB texture
    • 1: RGBM-encoded HDR texture
    • 2: Simple read (no conversion from sRGB)
  • useRgbm: if decodeRGBM() function is needed in the shader at all.
  • packedNormal: if normal map contains X in RGB, Y in Alpha, and Z must be reconstructed.
  • forceFragmentPrecision: Override fragment shader numeric precision. Can be "lowp", "mediump", "highp" or null to use default.
  • fastTbn: Use slightly cheaper normal mapping code (skip tangent space normalization). Can look buggy sometimes.
  • refraction: if refraction is used.
  • skyboxIntensity: if reflected skybox intensity should be modulated.
  • useTexCubeLod: if textureCubeLodEXT function should be used to read prefiltered cubemaps. Usually true of iOS, false on other devices due to quality/performance balance.
  • useInstancing: if hardware instancing compatible shader should be generated. Transform is read from per-instance pc.VertexBuffer instead of shader's uniforms.
  • useMorphPosition: if morphing code should be generated to morph positions.
  • useMorphNormal: if morphing code should be generated to morph normals.

numberopacity

The opacity of the material. This value can be between 0 and 1, where 0 is fully transparent and 1 is fully opaque. If you want the material to be semi-transparent you also need to set the pc.Material#blendType to pc.BLEND_NORMAL, pc.BLEND_ADDITIVE or any other mode. Also note that for most semi-transparent objects you want pc.Material#depthWrite to be false, otherwise they can fully occlude objects behind them.

pc.Texture, nullopacityMap

The opacity map of the material (default is null).

stringopacityMapChannel

Color channel of the opacity map to use. Can be "r", "g", "b" or "a".

pc.Vec2opacityMapOffset

Controls the 2D offset of the opacity map. Each component is between 0 and 1.

pc.Vec2opacityMapTiling

Controls the 2D tiling of the opacity map.

numberopacityMapUv

Opacity map UV channel.

booleanopacityVertexColor

Use mesh vertex colors for opacity. If opacityMap is set, it'll be multiplied by vertex colors.

stringopacityVertexColorChannel

Vertex color channels to use for opacity. Can be "r", "g", "b" or "a".

booleanpixelSnap

Align vertices to pixel co-ordinates when rendering. Useful for pixel perfect 2D graphics

numberreflectivity

Environment map intensity.

numberrefraction

Defines the visibility of refraction. Material can refract the same cube map as used for reflections.

numberrefractionIndex

Defines the index of refraction, i.e. The amount of distortion. The value is calculated as (outerIor / surfaceIor), where inputs are measured indices of refraction, the one around the object and the one of it's own surface. In most situations outer medium is air, so outerIor will be approximately 1. Then you only need to do (1.0 / surfaceIor).

numbershadingModel

Defines the shading model.

  • pc.SPECULAR_PHONG: Phong without energy conservation. You should only use it as a backwards compatibility with older projects.
  • pc.SPECULAR_BLINN: Energy-conserving Blinn-Phong.

numbershininess

Defines glossiness of the material from 0 (rough) to 100 (shiny mirror). A higher shininess value results in a more focused specular highlight. Glossiness map/vertex colors are always multiplied by this value (normalized to 0 - 1 range), or it is used directly as constant output.

pc.Colorspecular

The specular color of the material. This color value is 3-component (RGB), where each component is between 0 and 1. Defines surface reflection/specular color. Affects specular intensity and tint.

booleanspecularAntialias

Enables Toksvig AA for mipmapped normal maps with specular.

pc.Texture, nullspecularMap

The specular map of the material (default is null).

stringspecularMapChannel

Color channels of the specular map to use. Can be "r", "g", "b", "a", "rgb" or any swizzled combination.

pc.Vec2specularMapOffset

Controls the 2D offset of the specular map. Each component is between 0 and 1.

pc.Vec2specularMapTiling

Controls the 2D tiling of the specular map.

numberspecularMapUv

Specular map UV channel.

booleanspecularTint

Multiply specular map and/or specular vertex color by the constant specular value.

booleanspecularVertexColor

Use mesh vertex colors for specular. If specularMap or are specularTint are set, they'll be multiplied by vertex colors.

stringspecularVertexColorChannel

Vertex color channels to use for specular. Can be "r", "g", "b", "a", "rgb" or any swizzled combination.

pc.Texture, nullsphereMap

The spherical environment map of the material (default is null). Affects reflections.

booleantwoSidedLighting

Calculate proper normals (and therefore lighting) on backfaces

booleanuseFog

Apply fogging (as configured in scene settings)

booleanuseGammaTonemap

Apply gamma correction and tonemapping (as configured in scene settings)

booleanuseLighting

Apply lighting

booleanuseMetalness

Use metalness properties instead of specular. When enabled, diffuse colors also affect specular instead of the dedicated specular map. This can be used as alternative to specular color to save space. With metaless == 0, the pixel is assumed to be dielectric, and diffuse color is used as normal. With metaless == 1, the pixel is fully metallic, and diffuse color is used as specular color instead.

booleanuseSkybox

Apply scene skybox as prefiltered environment map

Methods

clone()

Duplicates a Standard material. All properties are duplicated except textures where only the references are copied.

Returns

pc.StandardMaterial

A cloned Standard material.

Inherited

Properties

numberalphaTest

The alpha test reference value to control which fragments are written to the currently active render target based on alpha value. All fragments with an alpha value of less than the alphaTest reference value will be discarded. alphaTest defaults to 0 (all fragments pass).

booleanalphaToCoverage

Enables or disables alpha to coverage (WebGL2 only). When enabled, and if hardware anti-aliasing is on, limited order-independent transparency can be achieved. Quality depends on the number of MSAA samples of the current render target. It can nicely soften edges of otherwise sharp alpha cutouts, but isn't recommended for large area semi-transparent surfaces. Note, that you don't need to enable blending to make alpha to coverage work. It will work without it, just like alphaTest.

booleanalphaWrite

If true, the alpha component of fragments generated by the shader of this material is written to the color buffer of the currently active render target. If false, the alpha component will not be written. Defaults to true.

numberblendType

Controls how primitives are blended when being written to the currently active render target. Can be:

  • pc.BLEND_SUBTRACTIVE: Subtract the color of the source fragment from the destination fragment and write the result to the frame buffer.
  • pc.BLEND_ADDITIVE: Add the color of the source fragment to the destination fragment and write the result to the frame buffer.
  • pc.BLEND_NORMAL: Enable simple translucency for materials such as glass. This is equivalent to enabling a source blend mode of pc.BLENDMODE_SRC_ALPHA and a destination blend mode of pc.BLENDMODE_ONE_MINUS_SRC_ALPHA.
  • pc.BLEND_NONE: Disable blending.
  • pc.BLEND_PREMULTIPLIED: Similar to pc.BLEND_NORMAL expect the source fragment is assumed to have already been multiplied by the source alpha value.
  • pc.BLEND_MULTIPLICATIVE: Multiply the color of the source fragment by the color of the destination fragment and write the result to the frame buffer.
  • pc.BLEND_ADDITIVEALPHA: Same as pc.BLEND_ADDITIVE except the source RGB is multiplied by the source alpha.

Defaults to pc.BLEND_NONE.

booleanblueWrite

If true, the blue component of fragments generated by the shader of this material is written to the color buffer of the currently active render target. If false, the blue component will not be written. Defaults to true.

numbercull

Controls how triangles are culled based on their face direction with respect to the viewpoint. Can be:

  • pc.CULLFACE_NONE: Do not cull triangles based on face direction.
  • pc.CULLFACE_BACK: Cull the back faces of triangles (do not render triangles facing away from the view point).
  • pc.CULLFACE_FRONT: Cull the front faces of triangles (do not render triangles facing towards the view point).
  • pc.CULLFACE_FRONTANDBACK: Cull both front and back faces (triangles will not be rendered).

Defaults to pc.CULLFACE_BACK.

numberdepthBias

Offsets the output depth buffer value. Useful for decals to prevent z-fighting.

booleandepthTest

If true, fragments generated by the shader of this material are only written to the current render target if they pass the depth test. If false, fragments generated by the shader of this material are written to the current render target regardless of what is in the depth buffer. Defaults to true.

booleandepthWrite

If true, fragments generated by the shader of this material write a depth value to the depth buffer of the currently active render target. If false, no depth value is written. Defaults to true.

booleangreenWrite

If true, the green component of fragments generated by the shader of this material is written to the color buffer of the currently active render target. If false, the green component will not be written. Defaults to true.

stringname

The name of the material.

booleanredWrite

If true, the red component of fragments generated by the shader of this material is written to the color buffer of the currently active render target. If false, the red component will not be written. Defaults to true.

pc.Shader, nullshader

The shader used by this material to render mesh instances (default is null).

numberslopeDepthBias

Same as pc.Material#depthBias, but also depends on the slope of the triangle relative to the camera.

pc.StencilParameters, nullstencilBack

Stencil parameters for back faces (default is null).

pc.StencilParameters, nullstencilFront

Stencil parameters for front faces (default is null).

Methods

deleteParameter(name)

Deletes a shader parameter on a material.

Parameters

namestring

The name of the parameter to delete.

destroy()

Removes this material from the scene and possibly frees up memory from its shaders (if there are no other materials using it).

getParameter(name)

Retrieves the specified shader parameter from a material.

Parameters

namestring

The name of the parameter to query.

Returns

object

The named parameter.

setParameter(name, data, [passFlags])

Sets a shader parameter on a material.

Parameters

namestring

The name of the parameter to set.

datanumber, number[], pc.Texture

The value for the specified parameter.

passFlagsnumber

Mask describing which passes the material should be included in.

setParameters()

Pushes all material parameters into scope.

update()

Applies any changes made to the material's properties.