Base class for the main features of a material in Babylon.js

Hierarchy

  • Material

Implements

  • IAnimatable
  • IClipPlanesHolder

Constructors

Properties

Accessors

Methods

Constructors

  • Creates a material instance

    Parameters

    • name: string

      defines the name of the material

    • Optional scene: Nullable<Scene>

      defines the scene to reference

    • Optional doNotAdd: boolean

      specifies if the material should be added to the scene

    Returns Material

Properties

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)

animations: Nullable<BabylonAnimation[]>

Stores the animations for the material

checkReadyOnEveryCall: boolean

Specifies if the ready state should be checked on each call

checkReadyOnlyOnce: boolean

Specifies if the ready state should be checked once

clipPlane: Nullable<Plane>

Gets or sets the active clipplane 1

clipPlane2: Nullable<Plane>

Gets or sets the active clipplane 2

clipPlane3: Nullable<Plane>

Gets or sets the active clipplane 3

clipPlane4: Nullable<Plane>

Gets or sets the active clipplane 4

clipPlane5: Nullable<Plane>

Gets or sets the active clipplane 5

clipPlane6: Nullable<Plane>

Gets or sets the active clipplane 6

customShaderNameResolve: ((shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: string[] | MaterialDefines, attributes?: string[], options?: ICustomShaderNameResolveOptions) => string)

Type declaration

    • (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: string[] | MaterialDefines, attributes?: string[], options?: ICustomShaderNameResolveOptions): string
    • Custom callback helping to override the default shader used in the material.

      Parameters

      • shaderName: string
      • uniforms: string[]
      • uniformBuffers: string[]
      • samplers: string[]
      • defines: string[] | MaterialDefines
      • Optional attributes: string[]
      • Optional options: ICustomShaderNameResolveOptions

      Returns string

depthFunction: number

Specifies the depth function that should be used. 0 means the default engine function

disableColorWrite: boolean

Specifies if color writing should be disabled

disableDepthWrite: boolean

Specifies if depth writing should be disabled

doNotSerialize: boolean

Specifies if the material should be serialized

forceDepthWrite: boolean

Specifies if depth writing should be forced

getRenderTargetTextures: Nullable<(() => SmartArray<RenderTargetTexture>)>

Callback triggered to get the render target textures

id: string

The ID of the material

inspectableCustomProperties: IInspectable[]

List of inspectable custom properties (used by the Inspector)

See

https://doc.babylonjs.com/toolsAndResources/inspector#extensibility

metadata: any

Gets or sets user defined metadata

name: string

The name of the material

onCompiled: Nullable<((effect: Effect) => void)>

Callback triggered when the material is compiled

onDisposeObservable: Observable<Material>

An event triggered when the material is disposed

onError: Nullable<((effect: Effect, errors: string) => void)>

Callback triggered when an error occurs

pluginManager?: MaterialPluginManager

Plugin manager for this material

pointSize: number

Stores the size of points

reservedDataStore: any

For internal use only. Please do not use.

separateCullingPass: boolean

Specifies if there should be a separate pass for culling

shadowDepthWrapper: Nullable<ShadowDepthWrapper>

Custom shadow depth material to use for shadow rendering instead of the in-built one

sideOrientation: number

Stores the value for side orientation

state: string

The state of the material

stencil: MaterialStencilState

Gives access to the stencil properties of the material

uniqueId: number

Gets or sets the unique id of the material

zOffset: number

Stores the z offset Factor value

zOffsetUnits: number

Stores the z offset Units value

AllDirtyFlag: 63 = 63

The all dirty flag value

AttributesDirtyFlag: 8 = 8

The dirty attribute flag value

ClockWiseSideOrientation: 0 = 0

Stores the clock-wise side orientation

CounterClockWiseSideOrientation: 1 = 1

Stores the counter clock-wise side orientation

FresnelDirtyFlag: 4 = 4

The dirty fresnel flag value

LightDirtyFlag: 2 = 2

The dirty light flag value

LineListDrawMode: 4 = 4

Returns the line list draw mode

LineLoopDrawMode: 5 = 5

Returns the line loop draw mode

LineStripDrawMode: 6 = 6

Returns the line strip draw mode

MATERIAL_ALPHABLEND: 2 = 2

MaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.

MATERIAL_ALPHATEST: 1 = 1

MaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.

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.

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/

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/

MATERIAL_OPAQUE: 0 = 0

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

MiscDirtyFlag: 16 = 16

The dirty misc flag value

OnEventObservable: Observable<Material>

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

PointFillMode: 2 = 2

Returns the point fill mode

PointListDrawMode: 3 = 3

Returns the point list draw mode

PrePassDirtyFlag: 32 = 32

The dirty prepass flag value

TextureDirtyFlag: 1 = 1

The dirty texture flag value

TriangleFanDrawMode: 8 = 8

Returns the triangle fan draw mode

TriangleFillMode: 0 = 0

Returns the triangle fill mode

TriangleStripDrawMode: 7 = 7

Returns the triangle strip draw mode

WireFrameFillMode: 1 = 1

Returns the wireframe mode

Accessors

  • get alpha(): number
  • Gets the alpha value of the material

    Returns number

  • set alpha(value: number): void
  • Sets the alpha value of the material

    Parameters

    • value: number

    Returns void

  • get alphaMode(): number
  • Gets the value of the alpha mode

    Returns number

  • set alphaMode(value: number): void
  • Sets the value of the alpha mode.

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

    Parameters

    • value: number

    Returns void

  • get backFaceCulling(): boolean
  • Gets the culling state

    Returns boolean

  • set backFaceCulling(value: boolean): void
  • Sets the culling state (true to enable culling, false to disable)

    Parameters

    • value: boolean

    Returns void

  • get blockDirtyMechanism(): boolean
  • Block the dirty-mechanism for this specific material When set to false after being true the material will be marked as dirty.

    Returns boolean

  • set blockDirtyMechanism(value: boolean): void
  • Parameters

    • value: boolean

    Returns void

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

    Returns boolean

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

    Returns boolean

  • set cullBackFaces(value: boolean): void
  • Sets the type of faces that should be culled (true for back faces, false for front faces)

    Parameters

    • value: boolean

    Returns void

  • get fillMode(): number
  • Gets the material fill mode

    Returns number

  • set fillMode(value: number): void
  • Sets the material fill mode

    Parameters

    • value: number

    Returns void

  • get fogEnabled(): boolean
  • Gets the value of the fog enabled state

    Returns boolean

  • set fogEnabled(value: boolean): void
  • Sets the state for enabling fog

    Parameters

    • value: boolean

    Returns void

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

    Returns boolean

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

    Returns boolean

  • get isPrePassCapable(): boolean
  • Can this material render to prepass

    Returns boolean

  • get needDepthPrePass(): boolean
  • Gets the depth pre-pass value

    Returns boolean

  • set needDepthPrePass(value: boolean): void
  • Sets the need depth pre-pass value

    Parameters

    • value: boolean

    Returns void

  • set onBind(callback: ((Mesh: AbstractMesh) => void)): void
  • Called during a bind event

    Parameters

    Returns void

  • get onBindObservable(): Observable<AbstractMesh>
  • An event triggered when the material is bound

    Returns Observable<AbstractMesh>

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

    Parameters

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

    Returns void

  • get onEffectCreatedObservable(): Observable<{ effect: Effect; subMesh: Nullable<SubMesh> }>
  • An event triggered when the effect is (re)created

    Returns Observable<{ effect: Effect; subMesh: Nullable<SubMesh> }>

  • get onUnBindObservable(): Observable<Material>
  • An event triggered when the material is unbound

    Returns Observable<Material>

  • get pointsCloud(): boolean
  • Gets the value specifying if point clouds are enabled

    Returns boolean

  • set pointsCloud(value: boolean): void
  • Sets the state of point cloud mode

    Parameters

    • value: boolean

    Returns void

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

    Returns Nullable<number>

  • set transparencyMode(value: Nullable<number>): void
  • Sets the transparency mode of the material.

    Value Type Description
    0 OPAQUE
    1 ALPHATEST
    2 ALPHABLEND
    3 ALPHATESTANDBLEND

    Parameters

    • value: Nullable<number>

    Returns void

  • get wireframe(): boolean
  • Returns boolean

  • set wireframe(value: boolean): void
  • Sets the state of wireframe mode

    Parameters

    • value: boolean

    Returns void

Methods

  • This allows you to modify the material without marking it as dirty after every change. This function should be used if you need to make more than one dirty-enabling change to the material - adding a texture, setting a new fill mode and so on. The callback will pass the material as an argument, so you can make your changes to it.

    Parameters

    • callback: ((material: Material) => void)

      the callback to be executed that will update the material

    Returns void

  • 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

    Returns 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

  • Binds the submesh to the material

    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

  • Binds the world matrix to the material

    Parameters

    • world: Matrix

      defines the world transformation matrix

    Returns void

  • Binds the view matrix to the effect

    Parameters

    • effect: Effect

      defines the effect to bind the view matrix to

    Returns 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

  • Initializes the uniform buffer layout for the shader.

    Returns void

  • Makes a duplicate of the material, and gives it a new name

    Returns

    the cloned material

    Parameters

    • name: string

      defines the new name for the duplicated material

    Returns Nullable<Material>

  • 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

  • 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

  • Force shader compilation

    Returns

    a promise that resolves when the compilation completes

    Parameters

    • mesh: AbstractMesh

      defines the mesh that will use this material

    • Optional options: Partial<IMaterialCompilationOptions>

      defines additional options for compiling the shaders

    Returns Promise<void>

  • Locks updates for the material

    Returns void

  • Gets the active textures from the material

    Returns

    an array of textures

    Returns BaseTexture[]

  • Gets the texture used for the alpha test

    Returns

    the texture to use for alpha testing

    Returns Nullable<BaseTexture>

  • Returns the animatable textures.

    Returns

    • Array of animatable textures.

    Returns IAnimatable[]

  • Gets the meshes bound to the material

    Returns

    an array of meshes bound to the material

    Returns AbstractMesh[]

  • Gets the class name of the material

    Returns

    a string with the class name of the material

    Returns string

  • Returns the material effect

    Returns

    the effect associated with the material

    Returns Nullable<Effect>

  • Returns the current scene

    Returns

    a Scene

    Returns Scene

  • Specifies if the material uses a texture

    Returns

    a boolean specifying if the material uses the texture

    Parameters

    • texture: BaseTexture

      defines the texture to check against the material

    Returns boolean

  • Specifies if the material is ready to be used

    Returns

    a boolean indicating if the material is ready to be used

    Parameters

    • Optional mesh: AbstractMesh

      defines the mesh to check

    • Optional useInstances: boolean

      specifies if instances should be used

    Returns boolean

  • Specifies that the submesh is ready to be used

    Returns

    a boolean indicating that the submesh is ready or not

    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

  • 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

  • Marks the material to indicate that it needs to be re-calculated

    Parameters

    • Optional forceMaterialDirty: boolean

      Forces the material to be marked as dirty for all components (same as this.markAsDirty(Material.AllDirtyFlag)). You should use this flag if the material is frozen and you want to force a recompilation.

    Returns void

  • Specifies whether or not this material should be rendered in alpha blend mode.

    Returns

    a boolean specifying if alpha blending is needed

    Returns boolean

  • Specifies if the mesh will require alpha blending

    Returns

    a boolean specifying if alpha blending is needed for the mesh

    Parameters

    Returns boolean

  • Specifies whether or not this material should be rendered in alpha test mode.

    Returns

    a boolean specifying if an alpha test is needed.

    Returns boolean

  • Resets the draw wrappers cache for all submeshes that are using this material

    Returns void

  • Serializes this material

    Returns

    the serialized material object

    Returns any

  • Sets the required values to the prepass renderer.

    Returns

    true if the pre pass is needed.

    Parameters

    • prePassRenderer: PrePassRenderer

      defines the prepass renderer to setup.

    Returns boolean

  • Returns a string representation of the current material

    Returns

    a string with material information

    Parameters

    • Optional fullDetails: boolean

      defines a boolean indicating which levels of logging is desired

    Returns string

  • Unbinds the material from the mesh

    Returns void

  • Unlocks updates for the material

    Returns void

  • Creates a material from parsed material data

    Returns

    a new material

    Parameters

    • parsedMaterial: any

      defines parsed material data

    • scene: Scene

      defines the hosting scene

    • rootUrl: string

      defines the root URL to use to load textures

    Returns Nullable<Material>

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