Material →
SpriteMaterial
A material for a use with a Sprite.
Code Example
const map = new THREE.TextureLoader().load( 'textures/sprite.png' ); const
material = new THREE.SpriteMaterial( { map: map, color: 0xffffff } ); const
sprite = new THREE.Sprite( material ); sprite.scale.set(200, 200, 1)
scene.add( sprite );
Examples
[example:webgl_raycaster_sprite WebGL / raycast / sprite]
[example:webgl_sprites WebGL / sprites]
[example:svg_sandbox SVG / sandbox]
Constructor
SpriteMaterial
function SpriteMaterial( 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. SpriteMaterials are not clipped by using
Material.clippingPlanes.
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.
color
color: Color;
Color of the material, by default set to white (0xffffff). The .map is multiplied by the color.
fog
fog: Boolean;
Whether the material is affected by fog. Default is true.
isSpriteMaterial
isSpriteMaterial: Boolean;
Read-only flag to check if a given object is of type SpriteMaterial.
map
map: Texture;
The color map. May optionally include an alpha channel, typically combined with .transparent or .alphaTest. Default is null.
rotation
rotation: Radians;
The rotation of the sprite in radians. Default is 0.
sizeAttenuation
sizeAttenuation: Boolean;
Whether the size of the sprite is attenuated by the camera depth. (Perspective
camera only.) Default is true.
transparent
transparent: Boolean;
Defines whether this material is transparent. Default is true.
Methods
See the base Material class for common methods.