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Material

Abstract base class for materials.

Materials describe the appearance of objects. They are defined in a (mostly) renderer-independent way, so you don't have to rewrite materials if you decide to use a different renderer.

The following properties and methods are inherited by all other material types (although they may have different defaults).

Constructor

Material

function Material( ): void;  

This creates a generic material.

Properties

alphaTest

alphaTest: Float;  

Sets the alpha value to be used when running an alpha test. The material will not be rendered if the opacity is lower than this value. Default is 0.

alphaToCoverage

alphaToCoverage: Boolean;  

Enables alpha to coverage. Can only be used with MSAA-enabled contexts (meaning when the renderer was created with antialias parameter set to true). Default is false.

blendDst

blendDst: Integer;  

Blending destination. Default is OneMinusSrcAlphaFactor. See the destination factors constants for all possible values.
The material's blending must be set to CustomBlending for this to have any effect.

blendDstAlpha

blendDstAlpha: Integer;  

The transparency of the .blendDst. Uses .blendDst value if null. Default is null.

blendEquation

blendEquation: Integer;  

Blending equation to use when applying blending. Default is AddEquation. See the blending equation constants for all possible values.
The material's blending must be set to CustomBlending for this to have any effect.

blendEquationAlpha

blendEquationAlpha: Integer;  

The transparency of the .blendEquation. Uses .blendEquation value if null. Default is null.

blending

blending: Blending;  

Which blending to use when displaying objects with this material.
This must be set to CustomBlending to use custom blendSrc, blendDst or blendEquation.
See the blending mode constants for all possible values. Default is NormalBlending.

blendSrc

blendSrc: Integer;  

Blending source. Default is SrcAlphaFactor. See the source factors constants for all possible values.
The material's blending must be set to CustomBlending for this to have any effect.

blendSrcAlpha

blendSrcAlpha: Integer;  

The transparency of the .blendSrc. Uses .blendSrc value if null. Default is null.

clipIntersection

clipIntersection: Boolean;  

Changes the behavior of clipping planes so that only their intersection is clipped, rather than their union. Default is false.

clippingPlanes

clippingPlanes: Array;  

User-defined clipping planes specified as THREE.Plane objects in world space. These planes apply to the objects this material is attached to. Points in space whose signed distance to the plane is negative are clipped (not rendered). This requires WebGLRenderer.localClippingEnabled to be true. See the [example:webgl_clipping_intersection WebGL / clipping /intersection] example. Default is null.

clipShadows

clipShadows: Boolean;  

Defines whether to clip shadows according to the clipping planes specified on this material. Default is false.

colorWrite

colorWrite: Boolean;  

Whether to render the material's color. This can be used in conjunction with a mesh's renderOrder property to create invisible objects that occlude other objects. Default is true.

defines

defines: Object;  

Custom defines to be injected into the shader. These are passed in form of an object literal, with key/value pairs. { MY_CUSTOM_DEFINE: '' , PI2: Math.PI * 2 }. The pairs are defined in both vertex and fragment shaders. Default is undefined.

depthFunc

depthFunc: Integer;  

Which depth function to use. Default is LessEqualDepth. See the depth mode constants for all possible values.

depthTest

depthTest: Boolean;  

Whether to have depth test enabled when rendering this material. Default is true.

depthWrite

depthWrite: Boolean;  

Whether rendering this material has any effect on the depth buffer. Default is true.

When drawing 2D overlays it can be useful to disable the depth writing in order to layer several things together without creating z-index artifacts.

forceSinglePass

forceSinglePass: Boolean;  

Whether double-sided, transparent objects should be rendered with a single pass or not. Default is false.

The engine renders double-sided, transparent objects with two draw calls (back faces first, then front faces) to mitigate transparency artifacts. There are scenarios however where this approach produces no quality gains but still doubles draw calls e.g. when rendering flat vegetation like grass sprites. In these cases, set the forceSinglePass flag to true to disable the two pass rendering to avoid performance issues.

isMaterial

isMaterial: Boolean;  

Read-only flag to check if a given object is of type Material.

stencilWrite

stencilWrite: Boolean;  

Whether stencil operations are performed against the stencil buffer. In order to perform writes or comparisons against the stencil buffer this value must be true. Default is false.

stencilWriteMask

stencilWriteMask: Integer;  

The bit mask to use when writing to the stencil buffer. Default is 0xFF.

stencilFunc

stencilFunc: Integer;  

The stencil comparison function to use. Default is AlwaysStencilFunc. See stencil function constants for all possible values.

stencilRef

stencilRef: Integer;  

The value to use when performing stencil comparisons or stencil operations. Default is 0.

stencilFuncMask

stencilFuncMask: Integer;  

The bit mask to use when comparing against the stencil buffer. Default is 0xFF.

stencilFail

stencilFail: Integer;  

Which stencil operation to perform when the comparison function returns false. Default is KeepStencilOp. See the stencil operations constants for all possible values.

stencilZFail

stencilZFail: Integer;  

Which stencil operation to perform when the comparison function returns true but the depth test fails. Default is KeepStencilOp. See the stencil operations constants for all possible values.

stencilZPass

stencilZPass: Integer;  

Which stencil operation to perform when the comparison function returns true and the depth test passes. Default is KeepStencilOp. See the stencil operations constants for all possible values.

id

id: Integer;  

Unique number for this material instance.

name

name: String;  

Optional name of the object (doesn't need to be unique). Default is an empty string.

needsUpdate

needsUpdate: Boolean;  

Specifies that the material needs to be recompiled.

opacity

opacity: Float;  

Float in the range of 0.0 - 1.0 indicating how transparent the material is. A value of 0.0 indicates fully transparent, 1.0 is fully opaque.
If the material's transparent property is not set to true, the material will remain fully opaque and this value will only affect its color.
Default is 1.0.

polygonOffset

polygonOffset: Boolean;  

Whether to use polygon offset. Default is false. This corresponds to the GL_POLYGON_OFFSET_FILL WebGL feature.

polygonOffsetFactor

polygonOffsetFactor: Integer;  

Sets the polygon offset factor. Default is 0.

polygonOffsetUnits

polygonOffsetUnits: Integer;  

Sets the polygon offset units. Default is 0.

precision

precision: String;  

Override the renderer's default precision for this material. Can be "highp", "mediump" or "lowp". Default is null.

premultipliedAlpha

premultipliedAlpha: Boolean;  

Whether to premultiply the alpha (transparency) value. See [Example:webgl_materials_physical_transmission WebGL / Materials / Physical / Transmission] for an example of the difference. Default is false.

dithering

dithering: Boolean;  

Whether to apply dithering to the color to remove the appearance of banding. Default is false.

shadowSide

shadowSide: Integer;  

Defines which side of faces cast shadows. When set, can be THREE.FrontSide, THREE.BackSide, or THREE.DoubleSide. Default is null.
If null, the side casting shadows is determined as follows:

Material.sideSide casting shadows
THREE.FrontSideback side
THREE.BackSidefront side
THREE.DoubleSideboth sides

side

side: Integer;  

Defines which side of faces will be rendered - front, back or both. Default is THREE.FrontSide. Other options are THREE.BackSide or THREE.DoubleSide.

toneMapped

toneMapped: Boolean;  

Defines whether this material is tone mapped according to the renderer's toneMapping setting. Default is true.

transparent

transparent: Boolean;  

Defines whether this material is transparent. This has an effect on rendering as transparent objects need special treatment and are rendered after non- transparent objects.
When set to true, the extent to which the material is transparent is controlled by setting its opacity property.
Default is false.

type

type: String;  

Value is the string 'Material'. This shouldn't be changed, and can be used to find all objects of this type in a scene.

uuid

uuid: String;  

UUID of this material instance. This gets automatically assigned, so this shouldn't be edited.

version

version: Integer;  

This starts at 0 and counts how many times .needsUpdate is set to true.

vertexColors

vertexColors: Boolean;  

Defines whether vertex coloring is used. Default is false. The engine supports RGB and RGBA vertex colors depending on whether a three (RGB) or four (RGBA) component color buffer attribute is used.

visible

visible: Boolean;  

Defines whether this material is visible. Default is true.

userData

userData: Object;  

An object that can be used to store custom data about the Material. It should not hold references to functions as these will not be cloned.

Methods

EventDispatcher methods are available on this class.

clone

function clone( ): Material;  

Return a new material with the same parameters as this material.

copy

function copy( material: material ): this;  

Copy the parameters from the passed material into this material.

dispose

function dispose( ): undefined;  

Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app.

Material textures must be be disposed of by the dispose() method of Texture.

onBeforeCompile

function onBeforeCompile( shader: Shader, renderer: WebGLRenderer ):
undefined;

An optional callback that is executed immediately before the shader program is compiled. This function is called with the shader source code as a parameter. Useful for the modification of built-in materials.

Unlike properties, the callback is not supported by .clone(), .copy() and .toJSON().

customProgramCacheKey

function customProgramCacheKey( ): String;  

In case onBeforeCompile is used, this callback can be used to identify values of settings used in onBeforeCompile, so three.js can reuse a cached shader or recompile the shader for this material as needed.

For example, if onBeforeCompile contains a conditional statement like:

if ( black ) { shader.fragmentShader =
shader.fragmentShader.replace('gl_FragColor = vec4(1)', 'gl_FragColor =
vec4(0)') }

then customProgramCacheKey should be set like this:

material.customProgramCacheKey = function() { return black ? '1' : '0'; }  

Unlike properties, the callback is not supported by .clone(), .copy() and .toJSON().

setValues

function setValues( values: Object ): undefined;  

values -- a container with parameters.
Sets the properties based on the values.

toJSON

function toJSON( meta: Object ): Object;  

meta -- object containing metadata such as textures or images for the material.
Convert the material to three.js JSON Object/Scene format.

Source

src/materials/Material.js