Class NodeMaterial
Hierarchy
-
PushMaterial
- NodeMaterial
Implements
Index
Constructors
Properties
- _fragment
Output Nodes - _vertex
Output Nodes - allow
Shader Hot Swapping - animations
- attached
Blocks - check
Ready OnEvery Call - check
Ready Only Once - comment
- custom
Shader Name Resolve - depth
Function - disable
Color Write - disable
Depth Write - do
Not Serialize - editor
Data - force
Depth Write - get
Render Target Textures - id
- ignore
Alpha - inspectable
Custom Properties - max
Simultaneous Lights - metadata
- name
- on
Build Observable - on
Compiled - on
Dispose Observable - on
Error - point
Size - reserved
Data Store - separate
Culling Pass - shadow
Depth Wrapper - side
Orientation - snippet
Id - state
- unique
Id - z
Offset - All
Dirty Flag - Attributes
Dirty Flag - Clock
Wise Side Orientation - Counter
Clock Wise Side Orientation - EditorURL
- Fresnel
Dirty Flag - Ignore
Textures AtLoad Time - Light
Dirty Flag - Line
List Draw Mode - Line
Loop Draw Mode - Line
Strip Draw Mode - MATERIAL_
ALPHABLEND - MATERIAL_
ALPHATEST - MATERIAL_
ALPHATESTANDBLEND - MATERIAL_
NORMALBLENDMETHOD_ RNM - MATERIAL_
NORMALBLENDMETHOD_ WHITEOUT - MATERIAL_
OPAQUE - Misc
Dirty Flag - Point
Fill Mode - Point
List Draw Mode - Pre
Pass Dirty Flag - Snippet
Url - Texture
Dirty Flag - Triangle
Fan Draw Mode - Triangle
Fill Mode - Triangle
Strip Draw Mode - Wire
Frame Fill Mode
Accessors
Methods
- add
Output Node - bind
- bind
Eye Position - bind
For Sub Mesh - bind
Only Normal Matrix - bind
Only World Matrix - bind
Scene Uniform Buffer - bind
View - bind
View Projection - build
- clear
- clone
- create
Effect For Particles - create
Effect For Post Process - create
Post Process - create
Procedural Texture - dispose
- edit
- finalize
Scene Ubo - force
Compilation - force
Compilation Async - freeze
- generate
Code - get
Active Textures - get
Alpha Test Texture - get
Binded Meshes - get
Block ByName - get
Block ByPredicate - get
Class Name - get
Effect - get
Input Block ByPredicate - get
Input Blocks - get
Scene - get
Texture Blocks - has
Texture - is
Ready - is
Ready For Sub Mesh - load
Async - load
From Serialization - mark
AsDirty - mark
Dirty - need
Alpha Blending - need
Alpha Blending For Mesh - need
Alpha Testing - optimize
- register
Optimizer - remove
Block - remove
Output Node - serialize
- set
Pre Pass Renderer - set
ToDefault - set
ToDefault Particle - set
ToDefault Post Process - set
ToDefault Procedural Texture - to
String - unbind
- unfreeze
- unregister
Optimizer - Create
Default - Parse
- Parse
From File Async - Parse
From Snippet Async
Constructors
constructor
-
Create a new node based material
Parameters
-
name: string
defines the material name
-
Optional scene: Scene
defines the hosting scene
-
Optional options: Partial<INodeMaterialOptions>
defines creation option
Returns NodeMaterial
-
Properties
_fragment Output NodesSearch playground for _fragmentOutputNodes
Gets or sets the root nodes of the material fragment (pixel) shader
_vertex Output NodesSearch playground for _vertexOutputNodes
Gets or sets the root nodes of the material vertex shader
allow Shader Hot SwappingSearch playground for allowShaderHotSwapping
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
Stores the animations for the material
attached BlocksSearch playground for attachedBlocks
Gets an array of blocks that needs to be serialized even if they are not yet connected
check Ready OnEvery CallSearch playground for checkReadyOnEveryCall
Specifies if the ready state should be checked on each call
check Ready Only OnceSearch playground for checkReadyOnlyOnce
Specifies if the ready state should be checked once
commentSearch playground for comment
A free comment about the material
custom Shader Name ResolveSearch playground for customShaderNameResolve
Custom callback helping to override the default shader used in the material.
Type declaration
-
-
Parameters
-
shaderName: string
-
uniforms: string[]
-
uniformBuffers: string[]
-
samplers: string[]
-
defines: MaterialDefines | string[]
-
Optional attributes: string[]
-
Optional options: ICustomShaderNameResolveOptions
Returns string
-
-
depth FunctionSearch playground for depthFunction
Specifies the depth function that should be used. 0 means the default engine function
disable Color WriteSearch playground for disableColorWrite
Specifies if color writing should be disabled
disable Depth WriteSearch playground for disableDepthWrite
Specifies if depth writing should be disabled
do Not SerializeSearch playground for doNotSerialize
Specifies if the material should be serialized
editor DataSearch playground for editorData
Gets or sets data used by visual editor
force Depth WriteSearch playground for forceDepthWrite
Specifies if depth writing should be forced
get Render Target TexturesSearch playground for getRenderTargetTextures
Callback triggered to get the render target textures
idSearch playground for id
The ID of the material
ignore AlphaSearch playground for ignoreAlpha
Gets or sets a boolean indicating that alpha value must be ignored (This will turn alpha blending off even if an alpha value is produced by the material)
inspectable Custom PropertiesSearch playground for inspectableCustomProperties
List of inspectable custom properties (used by the Inspector)
max Simultaneous LightsSearch playground for maxSimultaneousLights
Defines the maximum number of lights that can be used in the material
metadataSearch playground for metadata
Gets or sets user defined metadata
nameSearch playground for name
The name of the material
on Build ObservableSearch playground for onBuildObservable
Observable raised when the material is built
on CompiledSearch playground for onCompiled
Callback triggered when the material is compiled
on Dispose ObservableSearch playground for onDisposeObservable
An event triggered when the material is disposed
on ErrorSearch playground for onError
Callback triggered when an error occurs
point SizeSearch playground for pointSize
Stores the size of points
reserved Data StoreSearch playground for reservedDataStore
For internal use only. Please do not use.
separate Culling PassSearch playground for separateCullingPass
Specifies if there should be a separate pass for culling
shadow Depth WrapperSearch playground for shadowDepthWrapper
Custom shadow depth material to use for shadow rendering instead of the in-built one
side OrientationSearch playground for sideOrientation
Stores the value for side orientation
snippet IdSearch playground for snippetId
Snippet ID if the material was created from the snippet server
stateSearch playground for state
The state of the material
unique IdSearch playground for uniqueId
Gets or sets the unique id of the material
z OffsetSearch playground for zOffset
Stores the z offset value
Static Readonly All Dirty FlagSearch playground for AllDirtyFlag
The all dirty flag value
Static Readonly Attributes Dirty FlagSearch playground for AttributesDirtyFlag
The dirty attribute flag value
Static Readonly Clock Wise Side OrientationSearch playground for ClockWiseSideOrientation
Stores the clock-wise side orientation
Static Readonly Counter Clock Wise Side OrientationSearch playground for CounterClockWiseSideOrientation
Stores the counter clock-wise side orientation
Static EditorURLSearch playground for EditorURL
Define the Url to load node editor script
Static Readonly Fresnel Dirty FlagSearch playground for FresnelDirtyFlag
The dirty fresnel flag value
Static Ignore Textures AtLoad TimeSearch playground for IgnoreTexturesAtLoadTime
Gets or sets a boolean indicating that node materials should not deserialize textures from json / snippet content
Static Readonly Light Dirty FlagSearch playground for LightDirtyFlag
The dirty light flag value
Static Readonly Line List Draw ModeSearch playground for LineListDrawMode
Returns the line list draw mode
Static Readonly Line Loop Draw ModeSearch playground for LineLoopDrawMode
Returns the line loop draw mode
Static Readonly Line Strip Draw ModeSearch playground for LineStripDrawMode
Returns the line strip draw mode
Static Readonly MATERIAL_ ALPHABLENDSearch playground for MATERIAL_ALPHABLEND
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
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
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
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
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
MaterialTransparencyMode: No transparency mode, Alpha channel is not use.
Static Readonly Misc Dirty FlagSearch playground for MiscDirtyFlag
The dirty misc flag value
Static Readonly Point Fill ModeSearch playground for PointFillMode
Returns the point fill mode
Static Readonly Point List Draw ModeSearch playground for PointListDrawMode
Returns the point list draw mode
Static Readonly Pre Pass Dirty FlagSearch playground for PrePassDirtyFlag
The dirty prepass flag value
Static Snippet UrlSearch playground for SnippetUrl
Define the Url to load snippets
Static Readonly Texture Dirty FlagSearch playground for TextureDirtyFlag
The dirty texture flag value
Static Readonly Triangle Fan Draw ModeSearch playground for TriangleFanDrawMode
Returns the triangle fan draw mode
Static Readonly Triangle Fill ModeSearch playground for TriangleFillMode
Returns the triangle fill mode
Static Readonly Triangle Strip Draw ModeSearch playground for TriangleStripDrawMode
Returns the triangle strip draw mode
Static Readonly Wire Frame Fill ModeSearch playground for WireFrameFillMode
Returns the wireframe mode
Accessors
alpha
-
Gets the alpha value of the material
Returns number
-
Sets the alpha value of the material
Parameters
-
value: number
Returns any
-
alpha Mode
-
Gets 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 Returns number
-
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 any
-
back Face Culling
-
Gets the back-face culling state
Returns boolean
-
Sets the back-face culling state
Parameters
-
value: boolean
Returns any
-
can Render ToMRT
-
If the material can be rendered to several textures with MRT extension
Returns boolean
compiled Shaders
-
Get a string representing the shaders built by the current node graph
Returns string
fill Mode
-
Gets the material fill mode
Returns number
-
Sets the material fill mode
Parameters
-
value: number
Returns any
-
fog Enabled
-
Gets the value of the fog enabled state
Returns boolean
-
Sets the state for enabling fog
Parameters
-
value: boolean
Returns any
-
has Render Target Textures
-
Gets a boolean indicating that current material needs to register RTT
Returns boolean
image Processing Configuration
-
Gets the image processing configuration used either in this material.
If sets to null, the scene one is in use.
Returns ImageProcessingConfiguration
-
Sets the Default image processing configuration used either in the this material.
If sets to null, the scene one is in use.
Parameters
-
value: ImageProcessingConfiguration
Returns any
-
is Frozen
-
Specifies if updates for the material been locked
Returns boolean
mode
-
Gets the mode property
Returns NodeMaterialModes
need Depth Pre Pass
-
Gets the depth pre-pass value
Returns boolean
-
Sets the need depth pre-pass value
Parameters
-
value: boolean
Returns any
-
on Bind
-
Called during a bind event
Parameters
-
callback: (Mesh: AbstractMesh) => void
-
-
Parameters
-
Mesh: AbstractMesh
Returns void
-
-
-
Returns any
-
on Bind Observable
-
An event triggered when the material is bound
Returns Observable<AbstractMesh>
on Dispose
-
Called during a dispose event
Parameters
-
callback: () => void
-
-
Returns void
-
-
Returns any
-
on Effect Created Observable
-
An event triggered when the effect is (re)created
Returns Observable<{ effect: Effect; subMesh: Nullable<SubMesh> }>
on UnBind Observable
-
An event triggered when the material is unbound
Returns Observable<Material>
options
-
Gets or sets options to control the node material overall behavior
Returns INodeMaterialOptions
-
Gets or sets options to control the node material overall behavior
Parameters
-
options: INodeMaterialOptions
Returns any
-
points Cloud
-
Gets the value specifying if point clouds are enabled
Returns boolean
-
Sets the state of point cloud mode
Parameters
-
value: boolean
Returns any
-
transparency Mode
-
Gets the current transparency mode.
Value Type Description 0 OPAQUE 1 ALPHATEST 2 ALPHABLEND 3 ALPHATESTANDBLEND Returns Nullable<number>
-
Sets the transparency mode of the material.
Value Type Description 0 OPAQUE 1 ALPHATEST 2 ALPHABLEND 3 ALPHATESTANDBLEND Parameters
-
value: Nullable<number>
Returns any
-
wireframe
-
Sets the state of wireframe mode
Returns boolean
-
Sets the state of wireframe mode
Parameters
-
value: boolean
Returns any
-
Methods
add Output NodeSearch playground for addOutputNode
-
Add a new block to the list of output nodes
Parameters
-
node: NodeMaterialBlock
defines the node to add
Returns this
the current material
-
bindSearch playground for bind
bind Eye PositionSearch playground for bindEyePosition
-
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
-
bind For Sub MeshSearch playground for bindForSubMesh
bind Only Normal MatrixSearch playground for bindOnlyNormalMatrix
-
Binds the given normal matrix to the active effect
Parameters
-
normalMatrix: Matrix
the matrix to bind
Returns void
-
bind Only World MatrixSearch playground for bindOnlyWorldMatrix
-
Binds the world matrix to the material
Parameters
-
world: Matrix
defines the world transformation matrix
Returns void
-
bind Scene Uniform BufferSearch playground for bindSceneUniformBuffer
-
Binds the scene's uniform buffer to the effect.
Parameters
-
effect: Effect
defines the effect to bind to the scene uniform buffer
-
sceneUbo: UniformBuffer
defines the uniform buffer storing scene data
Returns void
-
bind ViewSearch playground for bindView
-
Binds the view matrix to the effect
Parameters
-
effect: Effect
defines the effect to bind the view matrix to
Returns void
-
bind View ProjectionSearch playground for bindViewProjection
-
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
-
buildSearch playground for build
-
Build the material and generates the inner effect
Parameters
-
Optional verbose: boolean
defines if the build should log activity
Returns void
-
clearSearch playground for clear
-
Clear the current material
Returns void
cloneSearch playground for clone
-
Makes a duplicate of the current material.
Parameters
-
name: string
name to use for the new material.
Returns NodeMaterial
-
create Effect For ParticlesSearch playground for createEffectForParticles
-
Create the effect to be used as the custom effect for a particle system
Parameters
-
particleSystem: IParticleSystem
Particle system to create the effect for
-
Optional onCompiled: (effect: Effect) => void
defines a function to call when the effect creation is successful
-
-
Parameters
-
effect: Effect
Returns void
-
-
-
-
Optional onError: (effect: Effect, errors: string) => void
defines a function to call when the effect creation has failed
-
-
Parameters
-
effect: Effect
-
errors: string
Returns void
-
-
-
Returns void
-
create Effect For Post ProcessSearch playground for createEffectForPostProcess
-
Create the post process effect from the material
Parameters
-
postProcess: PostProcess
The post process to create the effect for
Returns void
-
create Post ProcessSearch playground for createPostProcess
-
Create a post process from the material
Parameters
-
camera: Nullable<Camera>
The camera to apply the render pass to.
-
Optional options: number | PostProcessOptions
The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
-
Optional samplingMode: number
The sampling mode to be used when computing the pass. (default: 0)
-
Optional engine: Engine
The engine which the post process will be applied. (default: current engine)
-
Optional reusable: boolean
If the post process can be reused on the same frame. (default: false)
-
Optional textureType: number
Type of textures used when performing the post process. (default: 0)
-
Optional textureFormat: number
Format of textures used when performing the post process. (default: TEXTUREFORMAT_RGBA)
Returns Nullable<PostProcess>
the post process created
-
create Procedural TextureSearch playground for createProceduralTexture
-
Create a new procedural texture based on this node material
Parameters
-
size: number | { height: number; layers?: number; width: number }
defines the size of the texture
-
scene: Scene
defines the hosting scene
Returns Nullable<ProceduralTexture>
the new procedural texture attached to this node material
-
disposeSearch playground for dispose
-
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
-
editSearch playground for edit
-
Launch the node material editor
Parameters
-
Optional config: INodeMaterialEditorOptions
Define the configuration of the editor
Returns Promise<void>
a promise fulfilled when the node editor is visible
-
finalize Scene UboSearch playground for finalizeSceneUbo
-
Update the scene ubo before it can be used in rendering processing
Parameters
-
scene: Scene
the scene to retrieve the ubo from
Returns UniformBuffer
the scene UniformBuffer
-
force CompilationSearch 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
-
-
Parameters
-
material: Material
Returns void
-
-
-
-
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
-
-
Parameters
-
reason: string
Returns void
-
-
-
Returns void
-
force Compilation AsyncSearch playground for forceCompilationAsync
-
Force shader compilation
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>
a promise that resolves when the compilation completes
-
freezeSearch playground for freeze
-
Locks updates for the material
Returns void
generate CodeSearch playground for generateCode
-
Generate a string containing the code declaration required to create an equivalent of this material
Returns string
a string
get Active TexturesSearch playground for getActiveTextures
-
Gets the active textures from the material
Returns BaseTexture[]
an array of textures
get Alpha Test TextureSearch playground for getAlphaTestTexture
-
Gets the texture used for the alpha test
Returns Nullable<BaseTexture>
the texture to use for alpha testing
get Binded MeshesSearch playground for getBindedMeshes
-
Gets the meshes bound to the material
Returns AbstractMesh[]
an array of meshes bound to the material
get Block ByNameSearch playground for getBlockByName
-
Get a block by its name
Parameters
-
name: string
defines the name of the block to retrieve
Returns Nullable<NodeMaterialBlock>
the required block or null if not found
-
get Block ByPredicateSearch playground for getBlockByPredicate
-
Get a block by its name
Parameters
-
predicate: (block: NodeMaterialBlock) => boolean
defines the predicate used to find the good candidate
-
-
Parameters
-
block: NodeMaterialBlock
Returns boolean
-
-
-
Returns Nullable<NodeMaterialBlock>
the required block or null if not found
-
get Class NameSearch playground for getClassName
-
Gets the current class name of the material e.g. "NodeMaterial"
Returns string
the class name
get EffectSearch playground for getEffect
-
Returns Effect
get Input Block ByPredicateSearch playground for getInputBlockByPredicate
-
Get an input block by its name
Parameters
-
predicate: (block: InputBlock) => boolean
defines the predicate used to find the good candidate
-
-
Parameters
-
block: InputBlock
Returns boolean
-
-
-
Returns Nullable<InputBlock>
the required input block or null if not found
-
get Input BlocksSearch playground for getInputBlocks
-
Gets the list of input blocks attached to this material
Returns InputBlock[]
an array of InputBlocks
get SceneSearch playground for getScene
-
Returns the current scene
Returns Scene
a Scene
get Texture BlocksSearch playground for getTextureBlocks
-
Gets the list of texture blocks
Returns (TextureBlock | ReflectionTextureBaseBlock | RefractionBlock | CurrentScreenBlock | ParticleTextureBlock)[]
an array of texture blocks
has TextureSearch 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
-
is ReadySearch playground for isReady
-
Parameters
-
Optional mesh: AbstractMesh
-
Optional useInstances: boolean
Returns boolean
-
is Ready For Sub MeshSearch playground for isReadyForSubMesh
-
Get if the submesh is ready to be used and all its information available. Child classes can use it to update shaders
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
-
load AsyncSearch playground for loadAsync
-
Loads the current Node Material from a url pointing to a file save by the Node Material Editor
Parameters
-
url: string
defines the url to load from
Returns Promise<void>
a promise that will fullfil when the material is fully loaded
-
load From SerializationSearch playground for loadFromSerialization
-
Clear the current graph and load a new one from a serialization object
Parameters
-
source: any
defines the JSON representation of the material
-
Optional rootUrl: string
defines the root URL to use to load textures and relative dependencies
-
Optional merge: boolean
defines whether or not the source must be merged or replace the current content
Returns void
-
mark AsDirtySearch playground for markAsDirty
-
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
-
mark DirtySearch playground for markDirty
-
Marks the material to indicate that it needs to be re-calculated
Returns void
need Alpha BlendingSearch playground for needAlphaBlending
-
Specifies if the material will require alpha blending
Returns boolean
a boolean specifying if alpha blending is needed
need Alpha Blending For MeshSearch playground for needAlphaBlendingForMesh
-
Specifies if the mesh will require alpha blending
Parameters
-
mesh: AbstractMesh
defines the mesh to check
Returns boolean
a boolean specifying if alpha blending is needed for the mesh
-
need Alpha TestingSearch playground for needAlphaTesting
-
Specifies if this material should be rendered in alpha test mode
Returns boolean
a boolean specifying if an alpha test is needed.
optimizeSearch playground for optimize
-
Runs an otpimization phase to try to improve the shader code
Returns void
register OptimizerSearch playground for registerOptimizer
-
Adds a new optimizer to the list of optimizers
Parameters
-
optimizer: NodeMaterialOptimizer
defines the optimizers to add
Returns this | undefined
the current material
-
remove BlockSearch playground for removeBlock
-
Remove a block from the current node material
Parameters
-
block: NodeMaterialBlock
defines the block to remove
Returns void
-
remove Output NodeSearch playground for removeOutputNode
-
Remove a block from the list of root nodes
Parameters
-
node: NodeMaterialBlock
defines the node to remove
Returns this
the current material
-
serializeSearch playground for serialize
-
Serializes this material in a JSON representation
Parameters
-
Optional selectedBlocks: NodeMaterialBlock[]
Returns any
the serialized material object
-
set Pre Pass RendererSearch playground for setPrePassRenderer
-
Sets the required values to the prepass renderer.
Parameters
-
prePassRenderer: PrePassRenderer
defines the prepass renderer to setup.
Returns boolean
true if the pre pass is needed.
-
set ToDefaultSearch playground for setToDefault
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Clear the current material and set it to a default state
Returns void
set ToDefault ParticleSearch playground for setToDefaultParticle
-
Clear the current material and set it to a default state for particle
Returns void
set ToDefault Post ProcessSearch playground for setToDefaultPostProcess
-
Clear the current material and set it to a default state for post process
Returns void
set ToDefault Procedural TextureSearch playground for setToDefaultProceduralTexture
-
Clear the current material and set it to a default state for procedural texture
Returns void
to StringSearch playground for toString
-
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
-
Unbinds the material from the mesh
Returns void
unfreezeSearch playground for unfreeze
-
Unlocks updates for the material
Returns void
unregister OptimizerSearch playground for unregisterOptimizer
-
Remove an optimizer from the list of optimizers
Parameters
-
optimizer: NodeMaterialOptimizer
defines the optimizers to remove
Returns this | undefined
the current material
-
Static Create DefaultSearch playground for CreateDefault
-
Creates a new node material set to default basic configuration
Parameters
-
name: string
defines the name of the material
-
Optional scene: Scene
defines the hosting scene
Returns NodeMaterial
a new NodeMaterial
-
Static ParseSearch playground for Parse
-
Creates a node material from parsed material data
Parameters
-
source: any
defines the JSON representation of the material
-
scene: Scene
defines the hosting scene
-
Optional rootUrl: string
defines the root URL to use to load textures and relative dependencies
Returns NodeMaterial
a new node material
-
Static Parse From File AsyncSearch playground for ParseFromFileAsync
-
Creates a node material from a snippet saved in a remote file
Parameters
-
name: string
defines the name of the material to create
-
url: string
defines the url to load from
-
scene: Scene
defines the hosting scene
Returns Promise<NodeMaterial>
a promise that will resolve to the new node material
-
Static Parse From Snippet AsyncSearch playground for ParseFromSnippetAsync
-
Creates a node material from a snippet saved by the node material editor
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
-
Optional nodeMaterial: NodeMaterial
defines a node material to update (instead of creating a new one)
Returns Promise<NodeMaterial>
a promise that will resolve to the new node material
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Class used to create a node based material built by assembling shader blocks