Class PBRMaterial
Hierarchy
-
PBRBaseMaterial
- PBRMaterial
Implements
Index
Constructors
Properties
- albedo
Color - albedo
Texture - allow
Shader Hot Swapping - alpha
Cut Off - ambient
Color - ambient
Texture - ambient
Texture Impact OnAnalytical Lights - ambient
Texture Strength - animations
- anisotropy
- brdf
- bump
Texture - check
Ready OnEvery Call - check
Ready Only Once - clear
Coat - custom
Shader Name Resolve - depth
Function - detail
Map - direct
Intensity - disable
Bump Map - disable
Color Write - disable
Depth Write - disable
Lighting - do
Not Serialize - emissive
Color - emissive
Intensity - emissive
Texture - enable
Specular Anti Aliasing - environmentBRDFTexture
- environment
Intensity - force
Alpha Test - force
Depth Write - force
Irradiance InFragment - force
Normal Forward - get
Render Target Textures - id
- inspectable
Custom Properties - invert
Normal MapX - invert
Normal MapY - lightmap
Texture - max
Simultaneous Lights - metadata
- metallic
- metallic
F0Factor - metallic
Reflectance Color - metallic
Reflectance Texture - metallic
Texture - micro
Surface - micro
Surface Texture - name
- on
Compiled - on
Dispose Observable - on
Error - opacity
Texture - parallax
Scale Bias - point
Size - pre
Pass Configuration - reflection
Color - reflection
Texture - reflectivity
Color - reflectivity
Texture - reserved
Data Store - roughness
- separate
Culling Pass - shadow
Depth Wrapper - sheen
- side
Orientation - specular
Intensity - state
- sub
Surface - two
Sided Lighting - unique
Id - unlit
- use
Alpha Fresnel - use
Alpha From Albedo Texture - use
Ambient InGray Scale - use
Ambient Occlusion From Metallic Texture Red - use
Auto Micro Surface From Reflectivity Map - use
Horizon Occlusion - use
Lightmap AsShadowmap - use
Linear Alpha Fresnel - use
Metallness From Metallic Texture Blue - use
Micro Surface From Reflectivity Map Alpha - use
Object Space Normal Map - use
Parallax - use
Parallax Occlusion - use
Radiance Occlusion - use
Radiance Over Alpha - use
Roughness From Metallic Texture Alpha - use
Roughness From Metallic Texture Green - use
Specular Over Alpha - 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
- alpha
- alpha
Mode - back
Face Culling - camera
Color Curves - camera
Color Curves Enabled - camera
Color Grading Enabled - camera
Color Grading Texture - camera
Contrast - camera
Exposure - camera
Tone Mapping Enabled - can
Render ToMRT - fill
Mode - fog
Enabled - has
Render Target Textures - image
Processing Configuration - index
OfRefraction - invert
RefractionY - is
Frozen - link
Refraction With Transparency - need
Depth Pre Pass - on
Bind - on
Bind Observable - on
Dispose - on
Effect Created Observable - on
UnBind Observable - points
Cloud - real
Time Filtering - real
Time Filtering Quality - refraction
Texture - transparency
Mode - useGLTFLight
Falloff - use
Logarithmic Depth - use
Physical Light Falloff - wireframe
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 PBRMaterial
-
Properties
albedo ColorSearch playground for albedoColor
AKA Diffuse Color in other nomenclature.
albedo TextureSearch playground for albedoTexture
AKA Diffuse Texture in standard nomenclature.
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)
alpha Cut OffSearch playground for alphaCutOff
Defines the alpha limits in alpha test mode.
ambient ColorSearch playground for ambientColor
The color of a material in ambient lighting.
ambient TextureSearch playground for ambientTexture
AKA Occlusion Texture in other nomenclature.
ambient Texture Impact OnAnalytical LightsSearch playground for ambientTextureImpactOnAnalyticalLights
Defines how much the AO map is occluding the analytical lights (point spot...). 1 means it completely occludes it 0 mean it has no impact
ambient Texture StrengthSearch playground for ambientTextureStrength
AKA Occlusion Texture Intensity in other nomenclature.
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.
bump TextureSearch playground for bumpTexture
Stores surface normal data used to displace a mesh in a texture.
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.
direct IntensitySearch playground for directIntensity
Intensity of the direct lights e.g. the four lights available in your scene. This impacts both the direct diffuse and specular highlights.
disable Bump MapSearch playground for disableBumpMap
Debug Control allowing disabling the bump map on this 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
disable LightingSearch playground for disableLighting
If sets to true, disables all the lights affecting the material.
do Not SerializeSearch playground for doNotSerialize
Specifies if the material should be serialized
emissive ColorSearch playground for emissiveColor
The color emitted from the material.
emissive IntensitySearch playground for emissiveIntensity
Intensity of the emissive part of the material. This helps controlling the emissive effect without modifying the emissive color.
emissive TextureSearch playground for emissiveTexture
Stores the emissive values in a texture.
enable Specular Anti AliasingSearch playground for enableSpecularAntiAliasing
Enables specular anti aliasing in the PBR shader. It will both interacts on the Geometry for analytical and IBL lighting. It also prefilter the roughness map based on the bump values.
environmentBRDFTextureSearch playground for environmentBRDFTexture
Let user defines the brdf lookup texture used for IBL. A default 8bit version is embedded but you could point at :
- Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
- Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
- LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
- LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
environment IntensitySearch playground for environmentIntensity
Intensity of the environment e.g. how much the environment will light the object either through harmonics for rough material or through the refelction for shiny ones.
force Alpha TestSearch playground for forceAlphaTest
Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
force Depth WriteSearch playground for forceDepthWrite
Specifies if depth writing should be forced
force Irradiance InFragmentSearch playground for forceIrradianceInFragment
Force the shader to compute irradiance in the fragment shader in order to take bump in account.
force Normal ForwardSearch playground for forceNormalForward
Force normal to face away from face.
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)
invert Normal MapXSearch playground for invertNormalMapX
If sets to true, x component of normal map value will invert (x = 1.0 - x).
invert Normal MapYSearch playground for invertNormalMapY
If sets to true, y component of normal map value will invert (y = 1.0 - y).
lightmap TextureSearch playground for lightmapTexture
Stores the pre-calculated light information of a mesh in a texture.
max Simultaneous LightsSearch playground for maxSimultaneousLights
Number of Simultaneous lights allowed on the material.
metadataSearch playground for metadata
Gets or sets user defined metadata
metallicSearch playground for metallic
Specifies the metallic scalar of the metallic/roughness workflow. Can also be used to scale the metalness values of the metallic texture.
metallic F0FactorSearch playground for metallicF0Factor
In metallic workflow, specifies an F0 factor to help configuring the material F0. By default the indexOfrefraction is used to compute F0;
This is used as a factor against the default reflectance at normal incidence to tweak it.
F0 = defaultF0 * metallicF0Factor * metallicReflectanceColor; F90 = metallicReflectanceColor;
metallic Reflectance ColorSearch playground for metallicReflectanceColor
In metallic workflow, specifies an F90 color to help configuring the material F90. By default the F90 is always 1;
Please note that this factor is also used as a factor against the default reflectance at normal incidence.
F0 = defaultF0 * metallicF0Factor * metallicReflectanceColor F90 = metallicReflectanceColor;
metallic Reflectance TextureSearch playground for metallicReflectanceTexture
Defines to store metallicReflectanceColor in RGB and metallicF0Factor in A This is multiply against the scalar values defined in the material.
metallic TextureSearch playground for metallicTexture
Used to switch from specular/glossiness to metallic/roughness workflow.
micro SurfaceSearch playground for microSurface
AKA Glossiness in other nomenclature.
micro Surface TextureSearch playground for microSurfaceTexture
Used to enable roughness/glossiness fetch from a separate channel depending on the current mode. Gray Scale represents roughness in metallic mode and glossiness in specular mode.
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
opacity TextureSearch playground for opacityTexture
Stores the alpha values in a texture. Use luminance if texture.getAlphaFromRGB is true.
parallax Scale BiasSearch playground for parallaxScaleBias
Controls the scale bias of the parallax mode.
point SizeSearch playground for pointSize
Stores the size of points
Readonly pre Pass ConfigurationSearch playground for prePassConfiguration
Defines additionnal PrePass parameters for the material.
reflection ColorSearch playground for reflectionColor
The color reflected from the material.
reflection TextureSearch playground for reflectionTexture
Stores the reflection values in a texture.
reflectivity ColorSearch playground for reflectivityColor
AKA Specular Color in other nomenclature.
reflectivity TextureSearch playground for reflectivityTexture
AKA Specular texture in other nomenclature.
reserved Data StoreSearch playground for reservedDataStore
For internal use only. Please do not use.
roughnessSearch playground for roughness
Specifies the roughness scalar of the metallic/roughness workflow. Can also be used to scale the roughness values of the metallic texture.
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
specular IntensitySearch playground for specularIntensity
This is a special control allowing the reduction of the specular highlights coming from the four lights of the scene. Those highlights may not be needed in full environment lighting.
stateSearch playground for state
The state of the material
Readonly sub SurfaceSearch playground for subSurface
Defines the SubSurface parameters for the material.
two Sided LightingSearch playground for twoSidedLighting
If sets to true and backfaceCulling is false, normals will be flipped on the backside.
unique IdSearch playground for uniqueId
Gets or sets the unique id of the material
unlitSearch playground for unlit
If set to true, no lighting calculations will be applied.
use Alpha FresnelSearch playground for useAlphaFresnel
A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested. And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
use Alpha From Albedo TextureSearch playground for useAlphaFromAlbedoTexture
Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
use Ambient InGray ScaleSearch playground for useAmbientInGrayScale
Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
use Ambient Occlusion From Metallic Texture RedSearch playground for useAmbientOcclusionFromMetallicTextureRed
Specifies if the metallic texture contains the ambient occlusion information in its red channel.
use Auto Micro Surface From Reflectivity MapSearch playground for useAutoMicroSurfaceFromReflectivityMap
In case the reflectivity map does not contain the microsurface information in its alpha channel, The material will try to infer what glossiness each pixel should be.
use Horizon OcclusionSearch playground for useHorizonOcclusion
This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal makes the reflect vector face the model (under horizon).
use Lightmap AsShadowmapSearch playground for useLightmapAsShadowmap
If true, the light map contains occlusion information instead of lighting info.
use Linear Alpha FresnelSearch playground for useLinearAlphaFresnel
A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested. And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
use Metallness From Metallic Texture BlueSearch playground for useMetallnessFromMetallicTextureBlue
Specifies if the metallic texture contains the metallness information in its blue channel.
use Micro Surface From Reflectivity Map AlphaSearch playground for useMicroSurfaceFromReflectivityMapAlpha
Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
use Object Space Normal MapSearch playground for useObjectSpaceNormalMap
Allows using an object space normal map (instead of tangent space).
use ParallaxSearch playground for useParallax
Allows using the bump map in parallax mode.
use Parallax OcclusionSearch playground for useParallaxOcclusion
Allows using the bump map in parallax occlusion mode.
use Radiance OcclusionSearch playground for useRadianceOcclusion
This parameters will enable/disable radiance occlusion by preventing the radiance to lit too much the area relying on ambient texture to define their ambient occlusion.
use Radiance Over AlphaSearch playground for useRadianceOverAlpha
Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones). A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
use Roughness From Metallic Texture AlphaSearch playground for useRoughnessFromMetallicTextureAlpha
Specifies if the metallic texture contains the roughness information in its alpha channel.
use Roughness From Metallic Texture GreenSearch playground for useRoughnessFromMetallicTextureGreen
Specifies if the metallic texture contains the roughness information in its green channel.
use Specular Over AlphaSearch playground for useSpecularOverAlpha
Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones). A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
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
-
camera Color Curves
-
The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT). They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects. These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image; corresponding to low luminance, medium luminance, and high luminance areas respectively.
Returns Nullable<ColorCurves>
-
The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT). They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects. These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image; corresponding to low luminance, medium luminance, and high luminance areas respectively.
Parameters
-
value: Nullable<ColorCurves>
Returns any
-
camera Color Curves Enabled
-
Gets wether the color curves effect is enabled.
Returns boolean
-
Sets wether the color curves effect is enabled.
Parameters
-
value: boolean
Returns any
-
camera Color Grading Enabled
-
Gets wether the color grading effect is enabled.
Returns boolean
-
Gets wether the color grading effect is enabled.
Parameters
-
value: boolean
Returns any
-
camera Color Grading Texture
-
Gets the Color Grading 2D Lookup Texture.
Returns Nullable<BaseTexture>
-
Sets the Color Grading 2D Lookup Texture.
Parameters
-
value: Nullable<BaseTexture>
Returns any
-
camera Contrast
-
Gets The camera contrast used on this material.
Returns number
-
Sets The camera contrast used on this material.
Parameters
-
value: number
Returns any
-
camera Exposure
-
The camera exposure used on this material. This property is here and not in the camera to allow controlling exposure without full screen post process. This corresponds to a photographic exposure.
Returns number
-
The camera exposure used on this material. This property is here and not in the camera to allow controlling exposure without full screen post process. This corresponds to a photographic exposure.
Parameters
-
value: number
Returns any
-
camera Tone Mapping Enabled
-
Gets wether tonemapping is enabled or not.
Returns boolean
-
Sets wether tonemapping is enabled or not
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
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
-
index OfRefraction
-
Index of refraction of the material base layer. https://en.wikipedia.org/wiki/List_of_refractive_indices
This does not only impact refraction but also the Base F0 of Dielectric Materials.
From dielectric fresnel rules: F0 = square((iorT - iorI) / (iorT + iorI))
Returns number
-
Index of refraction of the material base layer. https://en.wikipedia.org/wiki/List_of_refractive_indices
This does not only impact refraction but also the Base F0 of Dielectric Materials.
From dielectric fresnel rules: F0 = square((iorT - iorI) / (iorT + iorI))
Parameters
-
value: number
Returns any
-
invert RefractionY
-
Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
Returns boolean
-
Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
Parameters
-
value: boolean
Returns any
-
is Frozen
-
Specifies if updates for the material been locked
Returns boolean
link Refraction With Transparency
-
This parameters will make the material used its opacity to control how much it is refracting aginst not. Materials half opaque for instance using refraction could benefit from this control.
Returns boolean
-
This parameters will make the material used its opacity to control how much it is refracting aginst not. Materials half opaque for instance using refraction could benefit from this control.
Parameters
-
value: boolean
Returns any
-
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
-
refraction Texture
-
Stores the refracted light information in a texture.
Returns Nullable<BaseTexture>
-
Stores the refracted light information in a texture.
Parameters
-
value: Nullable<BaseTexture>
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
-
useGLTFLight Falloff
-
In order to support the falloff compatibility with gltf, a special mode has been added to reproduce the gltf light falloff.
Returns boolean
-
In order to support the falloff compatibility with gltf, a special mode has been added to reproduce the gltf light falloff.
Parameters
-
value: boolean
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
-
use Physical Light Falloff
-
BJS is using an harcoded light falloff based on a manually sets up range. In PBR, one way to represents the fallof is to use the inverse squared root algorythm. This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
Returns boolean
-
BJS is using an harcoded light falloff based on a manually sets up range. In PBR, one way to represents the fallof is to use the inverse squared root algorythm. This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
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
-
Makes a duplicate of the current material.
Parameters
-
name: string
name to use for the new material.
Returns PBRMaterial
-
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
-
Returns the name of this 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 PBR Material.
Returns any
- An object with the serialized material.
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
Static ParseSearch playground for Parse
-
Parses a PBR Material from a serialized object.
Parameters
-
source: any
Serialized object.
-
scene: Scene
BJS scene instance.
-
rootUrl: string
url for the scene object
Returns PBRMaterial
- PBRMaterial
-
The Physically based material 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