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Material

MeshToonMaterial

A material implementing toon shading.

Examples

[example:webgl_materials_toon materials / toon]

Constructor

MeshToonMaterial

function MeshToonMaterial( parameters: Object ): void;  

parameters - (optional) an object with one or more properties defining the material's appearance. Any property of the material (including any property inherited from Material) can be passed in here.

The exception is the property color, which can be passed in as a hexadecimal string and is 0xffffff (white) by default. Color.set( color ) is called internally.

Properties

See the base Material class for common properties.

alphaMap

alphaMap: Texture;  

The alpha map is a grayscale texture that controls the opacity across the surface (black: fully transparent; white: fully opaque). Default is null.

Only the color of the texture is used, ignoring the alpha channel if one exists. For RGB and RGBA textures, the WebGL renderer will use the green channel when sampling this texture due to the extra bit of precision provided for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and luminance/alpha textures will also still work as expected.

aoMap

aoMap: Texture;  

The red channel of this texture is used as the ambient occlusion map. Default is null. The aoMap requires a second set of UVs.

aoMapIntensity

aoMapIntensity: Float;  

Intensity of the ambient occlusion effect. Default is 1. Zero is no occlusion effect.

bumpMap

bumpMap: Texture;  

The texture to create a bump map. The black and white values map to the perceived depth in relation to the lights. Bump doesn't actually affect the geometry of the object, only the lighting. If a normal map is defined this will be ignored.

bumpScale

bumpScale: Float;  

How much the bump map affects the material. Typical ranges are 0-1. Default is 1.

color

color: Color;  

Color of the material, by default set to white (0xffffff).

displacementMap

displacementMap: Texture;  

The displacement map affects the position of the mesh's vertices. Unlike other maps which only affect the light and shade of the material the displaced vertices can cast shadows, block other objects, and otherwise act as real geometry. The displacement texture is an image where the value of each pixel (white being the highest) is mapped against, and repositions, the vertices of the mesh.

displacementScale

displacementScale: Float;  

How much the displacement map affects the mesh (where black is no displacement, and white is maximum displacement). Without a displacement map set, this value is not applied. Default is 1.

displacementBias

displacementBias: Float;  

The offset of the displacement map's values on the mesh's vertices. Without a displacement map set, this value is not applied. Default is 0.

emissive

emissive: Color;  

Emissive (light) color of the material, essentially a solid color unaffected by other lighting. Default is black.

emissiveMap

emissiveMap: Texture;  

Set emissive (glow) map. Default is null. The emissive map color is modulated by the emissive color and the emissive intensity. If you have an emissive map, be sure to set the emissive color to something other than black.

emissiveIntensity

emissiveIntensity: Float;  

Intensity of the emissive light. Modulates the emissive color. Default is 1.

fog

fog: Boolean;  

Whether the material is affected by fog. Default is true.

gradientMap

gradientMap: Texture;  

Gradient map for toon shading. It's required to set Texture.minFilter and Texture.magFilter to THREE.NearestFilter when using this type of texture. Default is null.

lightMap

lightMap: Texture;  

The light map. Default is null. The lightMap requires a second set of UVs.

lightMapIntensity

lightMapIntensity: Float;  

Intensity of the baked light. Default is 1.

map

map: Texture;  

The color map. May optionally include an alpha channel, typically combined with .transparent or .alphaTest. Default is null. The texture map color is modulated by the diffuse .color.

normalMap

normalMap: Texture;  

The texture to create a normal map. The RGB values affect the surface normal for each pixel fragment and change the way the color is lit. Normal maps do not change the actual shape of the surface, only the lighting. In case the material has a normal map authored using the left handed convention, the y component of normalScale should be negated to compensate for the different handedness.

normalMapType

normalMapType: Integer;  

The type of normal map.

Options are THREE.TangentSpaceNormalMap (default), and THREE.ObjectSpaceNormalMap.

normalScale

normalScale: Vector2;  

How much the normal map affects the material. Typical ranges are 0-1. Default is a Vector2 set to (1,1).

wireframe

wireframe: Boolean;  

Render geometry as wireframe. Default is false (i.e. render as flat polygons).

wireframeLinecap

wireframeLinecap: String;  

Define appearance of line ends. Possible values are "butt", "round" and "square". Default is 'round'.

This corresponds to the 2D Canvas lineCap property and it is ignored by the WebGL renderer.

wireframeLinejoin

wireframeLinejoin: String;  

Define appearance of line joints. Possible values are "round", "bevel" and "miter". Default is 'round'.

This corresponds to the 2D Canvas lineJoin property and it is ignored by the WebGL renderer.

wireframeLinewidth

wireframeLinewidth: Float;  

Controls wireframe thickness. Default is 1.

Due to limitations of the OpenGL Core Profile with the WebGL renderer on most platforms linewidth will always be 1 regardless of the set value.

Methods

See the base Material class for common methods.

Source

src/materials/MeshToonMaterial.js