Class BackgroundMaterial
Hierarchy
- PushMaterial
- BackgroundMaterial
Index
Constructors
Properties
- allow
Shader Hot Swapping - animations
- check
Ready On Every Call - check
Ready Only Once - custom
Shader Name Resolve - depth
Function - diffuse
Texture - disable
Color Write - disable
Depth Write - do
Not Serialize - enable
Noise - force
Depth Write - get
Render Target Textures - id
- inspectable
Custom Properties - max
Simultaneous Lights - metadata
- name
- on
Compiled - on
Dispose Observable - on
Error - opacity
Fresnel - plugin
Manager - point
Size - primary
Color - reflection
Amount - reflection
Blur - reflection
Falloff Distance - reflection
Fresnel - reflection
Reflectance0 - reflection
Reflectance90 - reflection
Texture - reserved
Data Store - scene
Center - separate
Culling Pass - shadow
Depth Wrapper - shadow
Level - shadow
Lights - shadow
Only - side
Orientation - state
- stencil
- switch
ToBGR - unique
Id - use
EquirectangularFOV - useRGBColor
- z
Offset - z
Offset Units - All
Dirty Flag - Attributes
Dirty Flag - Clock
Wise Side Orientation - Counter
Clock Wise Side Orientation - Fresnel
Dirty Flag - 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 - On
Event Observable - Point
Fill Mode - Point
List Draw Mode - Pre
Pass Dirty Flag - Standard
Reflectance0 - Standard
Reflectance90 - Texture
Dirty Flag - Triangle
Fan Draw Mode - Triangle
Fill Mode - Triangle
Strip Draw Mode - Wire
Frame Fill Mode
Accessors
- _perceptual
Color - alpha
- alpha
Mode - back
Face Culling - block
Dirty Mechanism - 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 - cull
Back Faces - fill
Mode - fog
Enabled - fov
Multiplier - has
Render Target Textures - image
Processing Configuration - is
Frozen - is
Pre Pass Capable - need
Depth Pre Pass - on
Bind - on
Bind Observable - on
Dispose - on
Effect Created Observable - on
Un Bind Observable - points
Cloud - primary
Color Highlight Level - primary
Color Shadow Level - reflection
Standard Fresnel Weight - transparency
Mode - wireframe
Methods
- atomic
Materials Update - bind
- bind
Eye Position - bind
For Sub Mesh - bind
Only Normal Matrix - bind
Only World Matrix - bind
View - bind
View Projection - build
Uniform Layout - clone
- dispose
- 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
Ready - is
Ready For Sub Mesh - mark
As Dirty - mark
Dirty - need
Alpha Blending - need
Alpha Blending For Mesh - need
Alpha Testing - reset
Draw Cache - serialize
- set
Pre Pass Renderer - to
String - unbind
- unfreeze
- Parse
Constructors
constructor
Instantiates a Background Material in the given scene
Parameters
name: string
The friendly name of the material
Optional scene: Scene
The scene to add the material to
Returns BackgroundMaterial
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
check Ready On Every 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
custom Shader Name ResolveSearch playground for customShaderNameResolve
Type declaration
Custom callback helping to override the default shader used in the material.
Parameters
shaderName: string
uniforms: string[]
uniformBuffers: string[]
samplers: string[]
defines: string[] | MaterialDefines
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
diffuse TextureSearch playground for diffuseTexture
Diffuse Texture used in the material. Should be author in a specific way for the best result (refer to the documentation).
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
enable NoiseSearch playground for enableNoise
This helps reducing the banding effect that could occur on the background.
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)
max Simultaneous LightsSearch playground for maxSimultaneousLights
Number of Simultaneous lights allowed on the material.
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
opacity FresnelSearch playground for opacityFresnel
This helps specifying that the material is falling off to the sky box at grazing angle. This helps ensuring a nice transition when the camera goes under the ground.
Optional plugin ManagerSearch playground for pluginManager
Plugin manager for this material
point SizeSearch playground for pointSize
Stores the size of points
primary ColorSearch playground for primaryColor
Key light Color (multiply against the environment texture)
reflection AmountSearch playground for reflectionAmount
This specifies the weight of the reflection against the background in case of reflection Fresnel.
reflection BlurSearch playground for reflectionBlur
Reflection Texture level of blur.
Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the texture twice.
reflection Falloff DistanceSearch playground for reflectionFalloffDistance
This helps specifying the falloff radius off the reflection texture from the sceneCenter. This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
reflection FresnelSearch playground for reflectionFresnel
This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle. This helps adding a mirror texture on the ground.
reflection Reflectance0Search playground for reflectionReflectance0
This specifies the weight of the reflection at grazing angle.
reflection Reflectance90Search playground for reflectionReflectance90
This specifies the weight of the reflection at a perpendicular point of view.
reflection TextureSearch playground for reflectionTexture
Reflection Texture used in the material. Should be author in a specific way for the best result (refer to the documentation).
reserved Data StoreSearch playground for reservedDataStore
For internal use only. Please do not use.
scene CenterSearch playground for sceneCenter
In case of opacity Fresnel or reflection falloff, this is use as a scene center. It is usually zero but might be interesting to modify according to your setup.
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
shadow LevelSearch playground for shadowLevel
Helps adjusting the shadow to a softer level if required. 0 means black shadows and 1 means no shadows.
shadow LightsSearch playground for shadowLights
Specify the list of lights casting shadow on the material. All scene shadow lights will be included if null.
shadow OnlySearch playground for shadowOnly
Make the material only render shadows
side OrientationSearch playground for sideOrientation
Stores the value for side orientation
stateSearch playground for state
The state of the material
Readonly stencilSearch playground for stencil
Gives access to the stencil properties of the material
switch ToBGRSearch playground for switchToBGR
Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB. Setting this flag to true (not done automatically!) will convert it back to RGB.
unique IdSearch playground for uniqueId
Gets or sets the unique id of the material
use EquirectangularFOVSearch playground for useEquirectangularFOV
Enable the FOV adjustment feature controlled by fovMultiplier.
useRGBColorSearch playground for useRGBColor
Helps to directly use the maps channels instead of their level.
z OffsetSearch playground for zOffset
Stores the z offset Factor value
z Offset UnitsSearch playground for zOffsetUnits
Stores the z offset Units 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 Readonly Fresnel Dirty FlagSearch playground for FresnelDirtyFlag
The dirty fresnel flag value
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 On Event ObservableSearch playground for OnEventObservable
Event observable which raises global events common to all materials (like MaterialPluginEvent.Created)
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 Standard Reflectance0Search playground for StandardReflectance0
Standard reflectance value at parallel view angle.
Static Standard Reflectance90Search playground for StandardReflectance90
Standard reflectance value at grazing angle.
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
_perceptual Color
Experimental Internal Use Only.
Key light Color in "perceptual value" meaning the color you would like to see on screen. This acts as a helper to set the primary color to a more "human friendly" value. Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the output color as close as possible from the chosen value. (This does not account for contrast color grading and color curves as they are considered post effect and not directly part of lighting setup.)
Returns Nullable<Color3>
Experimental Internal Use Only.
Key light Color in "perceptual value" meaning the color you would like to see on screen. This acts as a helper to set the primary color to a more "human friendly" value. Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the output color as close as possible from the chosen value. (This does not account for contrast color grading and color curves as they are considered post effect and not directly part of lighting setup.)
Parameters
Returns void
alpha
Gets the alpha value of the material
Returns number
Sets the alpha value of the material
Parameters
value: number
Returns void
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 void
back Face Culling
Gets the culling state
Returns boolean
Sets the culling state (true to enable culling, false to disable)
Parameters
value: boolean
Returns void
block Dirty Mechanism
Block the dirty-mechanism for this specific material When set to false after being true the material will be marked as dirty.
Returns boolean
Block the dirty-mechanism for this specific material When set to false after being true the material will be marked as dirty.
Parameters
value: boolean
Returns void
camera Color Curves
The color grading curves provide additional color adjustment 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 adjustment 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 void
camera Color Curves Enabled
Gets whether the color curves effect is enabled.
Returns boolean
Sets whether the color curves effect is enabled.
Parameters
value: boolean
Returns void
camera Color Grading Enabled
Gets whether the color grading effect is enabled.
Returns boolean
Gets whether the color grading effect is enabled.
Parameters
value: boolean
Returns void
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 void
camera Contrast
Gets The camera contrast used on this material.
Returns number
Sets The camera contrast used on this material.
Parameters
value: number
Returns void
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 void
camera Tone Mapping Enabled
Gets whether tonemapping is enabled or not.
Returns boolean
Sets whether tonemapping is enabled or not
Parameters
value: boolean
Returns void
can Render ToMRT
If the material can be rendered to several textures with MRT extension
Returns boolean
cull Back Faces
Gets the type of faces that should be culled
Returns boolean
Sets the type of faces that should be culled (true for back faces, false for front faces)
Parameters
value: boolean
Returns void
fill Mode
Gets the material fill mode
Returns number
Sets the material fill mode
Parameters
value: number
Returns void
fog Enabled
Gets the value of the fog enabled state
Returns boolean
Sets the state for enabling fog
Parameters
value: boolean
Returns void
fov Multiplier
The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out". Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov. Recommended to be keep at 1.0 except for special cases.
Returns number
The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out". Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov. Recommended to be keep at 1.0 except for special cases.
Parameters
value: number
Returns void
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.
Returns Nullable<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: Nullable<ImageProcessingConfiguration>
Returns void
is Frozen
Specifies if updates for the material been locked
Returns boolean
is Pre Pass Capable
Can this material render to prepass
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 void
on Bind
Called during a bind event
Parameters
callback: ((Mesh: AbstractMesh) => void)
Parameters
Mesh: AbstractMesh
Returns void
Returns void
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 void
on Effect Created Observable
An event triggered when the effect is (re)created
Returns Observable<{ effect: Effect; subMesh: Nullable<SubMesh> }>
on Un Bind 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 void
primary Color Highlight Level
Defines the level of the highlights (highlight area of the reflection map) in order to help scaling the colors. The primary color is used at the level chosen to define what the white area would look.
Returns number
Defines the level of the highlights (highlight area of the reflection map) in order to help scaling the colors. The primary color is used at the level chosen to define what the white area would look.
Parameters
value: number
Returns void
primary Color Shadow Level
Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors. The color opposite to the primary color is used at the level chosen to define what the black area would look.
Returns number
Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors. The color opposite to the primary color is used at the level chosen to define what the black area would look.
Parameters
value: number
Returns void
reflection Standard Fresnel Weight
Sets the reflection reflectance fresnel values according to the default standard empirically know to work well :-)
Parameters
value: number
Returns void
transparency Mode
wireframe
Returns boolean
Sets the state of wireframe mode
Parameters
value: boolean
Returns void
Methods
atomic Materials UpdateSearch playground for atomicMaterialsUpdate
This allows you to modify the material without marking it as dirty after every change. This function should be used if you need to make more than one dirty-enabling change to the material - adding a texture, setting a new fill mode and so on. The callback will pass the material as an argument, so you can make your changes to it.
Parameters
callback: ((material: BackgroundMaterial) => void)
the callback to be executed that will update the material
Parameters
material: BackgroundMaterial
Returns void
Returns void
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
Bind only the world matrix to the material.
Parameters
world: Matrix
The world matrix to bind.
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
Build the uniform buffer used in the material.
Returns void
cloneSearch playground for clone
Clones the material.
Parameters
name: string
The cloned name.
Returns BackgroundMaterial
The cloned material.
disposeSearch playground for dispose
Dispose the material.
Parameters
Optional forceDisposeEffect: boolean
Force disposal of the associated effect.
Optional forceDisposeTextures: boolean
Force disposal of the associated textures.
Returns void
force CompilationSearch playground for forceCompilation
Force shader compilation
Parameters
mesh: AbstractMesh
defines the mesh associated with this material
Optional onCompiled: ((material: Material) => void)
defines a function to execute once the material is compiled
Parameters
material: Material
Returns void
Optional options: Partial<IMaterialCompilationOptions>
defines the options to configure the compilation
Optional onError: ((reason: string) => void)
defines a function to execute if the material fails compiling
Parameters
reason: string
Returns void
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
Gets the active textures from the material
Returns BaseTexture[]
an array of textures
get Alpha Test TextureSearch playground for getAlphaTestTexture
Gets the texture used for the alpha test
Returns Nullable<BaseTexture>
the texture to use for alpha testing
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 class name of the material
Returns string
"BackgroundMaterial"
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 ReadySearch playground for isReady
Parameters
Optional mesh: AbstractMesh
Optional useInstances: boolean
Returns boolean
is Ready For Sub MeshSearch playground for isReadyForSubMesh
Checks whether the material is ready to be rendered for a given mesh.
Parameters
mesh: AbstractMesh
The mesh to render
subMesh: SubMesh
The submesh to check against
Optional useInstances: boolean
Specify wether or not the material is used with instances
Returns boolean
true if all the dependencies are ready (Textures, Effects...)
mark As DirtySearch 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
The entire material has been created in order to prevent overdraw.
Returns boolean
true if blending is enable
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
The entire material has been created in order to prevent overdraw.
Returns boolean
false
reset Draw CacheSearch playground for resetDrawCache
Resets the draw wrappers cache for all submeshes that are using this material
Returns void
serializeSearch playground for serialize
Serializes the current material to its JSON representation.
Returns any
The JSON representation.
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
true if the pre pass is needed.
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
Unbind the material.
Returns void
unfreezeSearch playground for unfreeze
Unlocks updates for the material
Returns void
Static ParseSearch playground for Parse
Parse a JSON input to create back a background material.
Parameters
source: any
The JSON data to parse
scene: Scene
The scene to create the parsed material in
rootUrl: string
The root url of the assets the material depends upon
Returns BackgroundMaterial
the instantiated BackgroundMaterial.
Background material used to create an efficient environment around your scene.