Class PBRBaseMaterial
Hierarchy
-
PushMaterial
- PBRBaseMaterial
Implements
Index
Constructors
Properties
- allow
Shader Hot Swapping - animations
- anisotropy
- brdf
- check
Ready OnEvery Call - check
Ready Only Once - clear
Coat - custom
Shader Name Resolve - depth
Function - detail
Map - disable
Color Write - disable
Depth Write - do
Not Serialize - force
Depth Write - get
Render Target Textures - id
- inspectable
Custom Properties - metadata
- name
- on
Compiled - on
Dispose Observable - on
Error - point
Size - pre
Pass Configuration - reserved
Data Store - separate
Culling Pass - shadow
Depth Wrapper - sheen
- side
Orientation - state
- sub
Surface - unique
Id - z
Offset - All
Dirty Flag - Attributes
Dirty Flag - Clock
Wise Side Orientation - Counter
Clock Wise Side Orientation - DEFAULT_
AO_ ON_ ANALYTICAL_ LIGHTS - Fresnel
Dirty Flag - LIGHTFALLOFF_
GLTF - LIGHTFALLOFF_
PHYSICAL - LIGHTFALLOFF_
STANDARD - 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 - PBRMATERIAL_
ALPHABLEND - PBRMATERIAL_
ALPHATEST - PBRMATERIAL_
ALPHATESTANDBLEND - PBRMATERIAL_
OPAQUE - Point
Fill Mode - Point
List Draw Mode - Pre
Pass Dirty Flag - Texture
Dirty Flag - Triangle
Fan Draw Mode - Triangle
Fill Mode - Triangle
Strip Draw Mode - Wire
Frame Fill Mode
Accessors
Methods
- 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
Uniform Layout - clone
- dispose
- finalize
Scene Ubo - force
Compilation - force
Compilation Async - freeze
- get
Active Textures - get
Alpha Test Texture - get
Animatables - get
Binded Meshes - get
Class Name - get
Effect - get
Scene - has
Texture - is
Metallic Workflow - is
Ready - is
Ready For Sub Mesh - mark
AsDirty - mark
Dirty - need
Alpha Blending - need
Alpha Blending For Mesh - need
Alpha Testing - serialize
- set
Pre Pass Renderer - to
String - unbind
- unfreeze
- Parse
Constructors
constructor
-
Instantiates a new PBRMaterial instance.
Parameters
-
name: string
The material name
-
scene: Scene
The scene the material will be use in.
Returns PBRBaseMaterial
-
Properties
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
Readonly anisotropySearch playground for anisotropy
Defines the anisotropic parameters for the material.
Readonly brdfSearch playground for brdf
Defines the BRDF parameters for the material.
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
Readonly clear CoatSearch playground for clearCoat
Defines the clear coat layer parameters for 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
Readonly detail MapSearch playground for detailMap
Defines the detail map parameters for the material.
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
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
inspectable Custom PropertiesSearch playground for inspectableCustomProperties
List of inspectable custom properties (used by the Inspector)
metadataSearch playground for metadata
Gets or sets user defined metadata
nameSearch playground for name
The name of the material
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
Readonly pre Pass ConfigurationSearch playground for prePassConfiguration
Defines additionnal PrePass parameters for the material.
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
Readonly sheenSearch playground for sheen
Defines the Sheen parameters for the material.
side OrientationSearch playground for sideOrientation
Stores the value for side orientation
stateSearch playground for state
The state of the material
Readonly sub SurfaceSearch playground for subSurface
Defines the SubSurface parameters for 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 DEFAULT_ AO_ ON_ ANALYTICAL_ LIGHTSSearch playground for DEFAULT_AO_ON_ANALYTICAL_LIGHTS
Defines the default value of how much AO map is occluding the analytical lights (point spot...).
Static Readonly Fresnel Dirty FlagSearch playground for FresnelDirtyFlag
The dirty fresnel flag value
Static Readonly LIGHTFALLOFF_ GLTFSearch playground for LIGHTFALLOFF_GLTF
PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document to enhance interoperability with other engines.
Static Readonly LIGHTFALLOFF_ PHYSICALSearch playground for LIGHTFALLOFF_PHYSICAL
PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
Static Readonly LIGHTFALLOFF_ STANDARDSearch playground for LIGHTFALLOFF_STANDARD
PBRMaterialLightFalloff Standard: light is falling off like in the standard material to enhance interoperability with other materials.
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 PBRMATERIAL_ ALPHABLENDSearch playground for PBRMATERIAL_ALPHABLEND
PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
Static Readonly PBRMATERIAL_ ALPHATESTSearch playground for PBRMATERIAL_ALPHATEST
PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
Static Readonly PBRMATERIAL_ ALPHATESTANDBLENDSearch playground for PBRMATERIAL_ALPHATESTANDBLEND
PBRMaterialTransparencyMode: 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 PBRMATERIAL_ OPAQUESearch playground for PBRMATERIAL_OPAQUE
PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
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 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
-
Can this material render to several textures at once
Returns boolean
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
is Frozen
-
Specifies if updates for the material been locked
Returns boolean
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>
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
-
real Time Filtering
-
Enables realtime filtering on the texture.
Returns boolean
-
Enables realtime filtering on the texture.
Parameters
-
b: boolean
Returns any
-
real Time Filtering Quality
-
Quality switch for realtime filtering
Returns number
-
Quality switch for realtime filtering
Parameters
-
n: number
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
-
use Logarithmic Depth
-
Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
Returns boolean
-
Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
Parameters
-
value: boolean
Returns any
-
wireframe
-
Sets the state of wireframe mode
Returns boolean
-
Sets the state of wireframe mode
Parameters
-
value: boolean
Returns any
-
Methods
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 given world matrix to the active effect
Parameters
-
world: Matrix
the matrix to bind
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
-
build Uniform LayoutSearch playground for buildUniformLayout
-
Initializes the uniform buffer layout for the shader.
Returns void
cloneSearch playground for clone
disposeSearch playground for dispose
-
Disposes the resources of the material.
Parameters
-
Optional forceDisposeEffect: boolean
Forces the disposal of effects.
-
Optional forceDisposeTextures: boolean
Forces the disposal of all textures.
Returns void
-
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
-
Optional onCompiled: (material: Material) => void
-
-
Parameters
-
material: Material
Returns void
-
-
-
-
Optional options: Partial<IMaterialCompilationOptions>
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
get Active TexturesSearch playground for getActiveTextures
-
Returns an array of the actively used textures.
Returns BaseTexture[]
- Array of BaseTextures
get Alpha Test TextureSearch playground for getAlphaTestTexture
-
Gets the texture used for the alpha test.
Returns Nullable<BaseTexture>
get AnimatablesSearch playground for getAnimatables
-
Returns the animatable textures.
Returns IAnimatable[]
- Array of animatable textures.
get Binded MeshesSearch playground for getBindedMeshes
-
Gets the meshes bound to the material
Returns AbstractMesh[]
an array of meshes bound to the material
get Class NameSearch playground for getClassName
-
Gets the name of the material class.
Returns string
get EffectSearch playground for getEffect
-
Returns Effect
get SceneSearch playground for getScene
-
Returns the current scene
Returns Scene
a Scene
has TextureSearch playground for hasTexture
-
Checks to see if a texture is used in the material.
Parameters
-
texture: BaseTexture
Base texture to use.
Returns boolean
- Boolean specifying if a texture is used in the material.
-
is Metallic WorkflowSearch playground for isMetallicWorkflow
-
Specifies if the material uses metallic roughness workflow.
Returns boolean
boolean specifiying if the material uses metallic roughness workflow.
is ReadySearch playground for isReady
-
Parameters
-
Optional mesh: AbstractMesh
-
Optional useInstances: boolean
Returns boolean
-
is Ready For Sub MeshSearch playground for isReadyForSubMesh
-
Specifies that the submesh is ready to be used.
Parameters
-
mesh: AbstractMesh
BJS mesh.
-
subMesh: SubMesh
A submesh of the BJS mesh. Used to check if it is ready.
-
Optional useInstances: boolean
Specifies that instances should be used.
Returns boolean
- boolean indicating that the submesh is ready or not.
-
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 whether or not this material should be rendered in alpha blend mode.
Returns boolean
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 whether or not this material should be rendered in alpha test mode.
Returns boolean
serializeSearch playground for serialize
-
Serializes this material
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
-
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
The Physically based material base class of BJS.
This offers the main features of a standard PBR material. For more information, please refer to the documentation : https://doc.babylonjs.com/how_to/physically_based_rendering