Class ShaderMaterial
Hierarchy
- PushMaterial
- ShaderMaterial
Index
Constructors
Properties
- allow
Shader Hot Swapping - animations
- check
Ready On Every Call - check
Ready Only Once - custom
Shader Name Resolve - depth
Function - disable
Color Write - disable
Depth Write - do
Not Serialize - force
Depth Write - get
Render Target Textures - id
- inspectable
Custom Properties - metadata
- name
- on
Compiled - on
Dispose Observable - on
Error - plugin
Manager - point
Size - reserved
Data Store - separate
Culling Pass - shadow
Depth Wrapper - side
Orientation - snippet
Id - state
- stencil
- unique
Id - z
Offset - z
Offset Units - All
Dirty Flag - Attributes
Dirty Flag - Clock
Wise Side Orientation - Counter
Clock Wise Side Orientation - Create
From Snippet Async - 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 - Snippet
Url - Texture
Dirty Flag - Triangle
Fan Draw Mode - Triangle
Fill Mode - Triangle
Strip Draw Mode - Wire
Frame Fill Mode
Accessors
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
Array2 - set
Array3 - set
Array4 - set
Color3 - set
Color3 Array - set
Color4 - set
Color4 Array - set
External Texture - set
Float - set
Floats - set
Int - set
Matrices - set
Matrix - set
Matrix2x2 - set
Matrix3x3 - set
Pre Pass Renderer - set
Quaternion - set
Quaternion Array - set
Storage Buffer - set
Texture - set
Texture Array - set
Texture Sampler - set
Uniform Buffer - set
Vector2 - set
Vector3 - set
Vector4 - to
String - unbind
- unfreeze
- Parse
- Parse
From File Async - Parse
From Snippet Async
Constructors
constructor
Instantiate a new shader material. The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh. This returned material effects how the mesh will look based on the code in the shaders.
Parameters
name: string
Define the name of the material in the scene
scene: Scene
Define the scene the material belongs to
shaderPath: any
Defines the route to the shader code in one of three ways:
- object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
- object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
- object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
- string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
Optional options: Partial<IShaderMaterialOptions>
Define the options used to create the shader
Optional storeEffectOnSubMeshes: boolean
true to store effect on submeshes, false to store the effect directly in the material class.
Returns ShaderMaterial
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
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
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)
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
Optional plugin ManagerSearch playground for pluginManager
Plugin manager for this material
point SizeSearch playground for pointSize
Stores the size of points
reserved Data StoreSearch playground for reservedDataStore
For internal use only. Please do not use.
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
side OrientationSearch playground for sideOrientation
Stores the value for side orientation
snippet IdSearch playground for snippetId
Snippet ID if the material was created from the snippet server
stateSearch playground for state
The state of the material
Readonly stencilSearch playground for stencil
Gives access to the stencil properties of the material
unique IdSearch playground for uniqueId
Gets or sets the unique id of the material
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 Create From Snippet AsyncSearch playground for CreateFromSnippetAsync
Type declaration
Creates a ShaderMaterial from a snippet saved by the Inspector
Parameters
snippetId: string
defines the snippet to load
scene: Scene
defines the hosting scene
Optional rootUrl: string
defines the root URL to use to load textures and relative dependencies
Returns Promise<ShaderMaterial>
a promise that will resolve to the new ShaderMaterial
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 Snippet UrlSearch playground for SnippetUrl
Define the Url to load snippets
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 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
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
has Render Target Textures
Gets a boolean indicating that current material needs to register RTT
Returns boolean
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>
options
Gets the options used to compile the shader. They can be modified to trigger a new compilation
Returns IShaderMaterialOptions
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
shader Path
Gets the shader path used to define the shader code It can be modified to trigger a new compilation
Returns any
Sets the shader path used to define the shader code It can be modified to trigger a new compilation
Parameters
shaderPath: any
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: ShaderMaterial) => void)
the callback to be executed that will update the material
Parameters
material: ShaderMaterial
Returns void
Returns void
bindSearch playground for bind
Binds the material to the mesh
Parameters
world: Matrix
defines the world transformation matrix
Optional mesh: Mesh
defines the mesh to bind the material to
Optional effectOverride: Nullable<Effect>
If provided, use this effect instead of internal effect
Optional subMesh: SubMesh
defines the submesh to bind the material to
Returns void
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 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 material, and gives it a new name
Parameters
name: string
defines the new name for the duplicated material
Returns ShaderMaterial
the cloned material
disposeSearch playground for dispose
Disposes the material
Parameters
Optional forceDisposeEffect: boolean
specifies if effects should be forcefully disposed
Optional forceDisposeTextures: boolean
specifies if textures should be forcefully disposed
Optional notBoundToMesh: boolean
specifies if the material that is being disposed is known to be not bound to any mesh
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 current class name of the material e.g. "ShaderMaterial" Mainly use in serialization.
Returns string
the class name
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
Specifies if the material uses a texture
Parameters
texture: BaseTexture
defines the texture to check against the material
Returns boolean
a boolean specifying if the material uses the texture
is ReadySearch playground for isReady
Checks if the material is ready to render the requested mesh
Parameters
Optional mesh: AbstractMesh
Define the mesh to render
Optional useInstances: boolean
Define whether or not the material is used with instances
Optional subMesh: SubMesh
defines which submesh to render
Returns boolean
true if ready, otherwise false
is Ready For Sub MeshSearch playground for isReadyForSubMesh
Specifies that the submesh is ready to be used
Parameters
mesh: AbstractMesh
defines the mesh to check
subMesh: SubMesh
defines which submesh to check
Optional useInstances: boolean
specifies that instances should be used
Returns boolean
a boolean indicating that the submesh is ready or not
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
Specifies if the material will require alpha blending
Returns boolean
a boolean specifying if alpha blending is needed
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 if this material should be rendered in alpha test mode
Returns boolean
a boolean specifying if an alpha test is needed.
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 this material in a JSON representation
Returns any
the serialized material object
set Array2Search playground for setArray2
Set a vec2 array in the shader from a number array.
Parameters
name: string
Define the name of the uniform as defined in the shader
value: number[]
Define the value to give to the uniform
Returns ShaderMaterial
the material itself allowing "fluent" like uniform updates
set Array3Search playground for setArray3
Set a vec3 array in the shader from a number array.
Parameters
name: string
Define the name of the uniform as defined in the shader
value: number[]
Define the value to give to the uniform
Returns ShaderMaterial
the material itself allowing "fluent" like uniform updates
set Array4Search playground for setArray4
Set a vec4 array in the shader from a number array.
Parameters
name: string
Define the name of the uniform as defined in the shader
value: number[]
Define the value to give to the uniform
Returns ShaderMaterial
the material itself allowing "fluent" like uniform updates
set Color3Search playground for setColor3
Set a vec3 in the shader from a Color3.
Parameters
name: string
Define the name of the uniform as defined in the shader
value: Color3
Define the value to give to the uniform
Returns ShaderMaterial
the material itself allowing "fluent" like uniform updates
set Color3 ArraySearch playground for setColor3Array
Set a vec3 array in the shader from a Color3 array.
Parameters
name: string
Define the name of the uniform as defined in the shader
value: Color3[]
Define the value to give to the uniform
Returns ShaderMaterial
the material itself allowing "fluent" like uniform updates
set Color4Search playground for setColor4
Set a vec4 in the shader from a Color4.
Parameters
name: string
Define the name of the uniform as defined in the shader
value: Color4
Define the value to give to the uniform
Returns ShaderMaterial
the material itself allowing "fluent" like uniform updates
set Color4 ArraySearch playground for setColor4Array
Set a vec4 array in the shader from a Color4 array.
Parameters
name: string
Define the name of the uniform as defined in the shader
value: Color4[]
Define the value to give to the uniform
Returns ShaderMaterial
the material itself allowing "fluent" like uniform updates
set External TextureSearch playground for setExternalTexture
Set an internal texture in the shader.
Parameters
name: string
Define the name of the uniform samplers as defined in the shader
texture: ExternalTexture
Define the texture to bind to this sampler
Returns ShaderMaterial
the material itself allowing "fluent" like uniform updates
set FloatSearch playground for setFloat
Set a float in the shader.
Parameters
name: string
Define the name of the uniform as defined in the shader
value: number
Define the value to give to the uniform
Returns ShaderMaterial
the material itself allowing "fluent" like uniform updates
set FloatsSearch playground for setFloats
Set an array of floats in the shader.
Parameters
name: string
Define the name of the uniform as defined in the shader
value: number[]
Define the value to give to the uniform
Returns ShaderMaterial
the material itself allowing "fluent" like uniform updates
set IntSearch playground for setInt
Set a int in the shader.
Parameters
name: string
Define the name of the uniform as defined in the shader
value: number
Define the value to give to the uniform
Returns ShaderMaterial
the material itself allowing "fluent" like uniform updates
set MatricesSearch playground for setMatrices
Set a float32Array in the shader from a matrix array.
Parameters
name: string
Define the name of the uniform as defined in the shader
value: Matrix[]
Define the value to give to the uniform
Returns ShaderMaterial
the material itself allowing "fluent" like uniform updates
set MatrixSearch playground for setMatrix
Set a mat4 in the shader from a Matrix.
Parameters
name: string
Define the name of the uniform as defined in the shader
value: Matrix
Define the value to give to the uniform
Returns ShaderMaterial
the material itself allowing "fluent" like uniform updates
set Matrix2x2Search playground for setMatrix2x2
Set a mat2 in the shader from a Float32Array.
Parameters
name: string
Define the name of the uniform as defined in the shader
value: number[] | Float32Array
Define the value to give to the uniform
Returns ShaderMaterial
the material itself allowing "fluent" like uniform updates
set Matrix3x3Search playground for setMatrix3x3
Set a mat3 in the shader from a Float32Array.
Parameters
name: string
Define the name of the uniform as defined in the shader
value: number[] | Float32Array
Define the value to give to the uniform
Returns ShaderMaterial
the material itself allowing "fluent" like uniform updates
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.
set QuaternionSearch playground for setQuaternion
Set a vec4 in the shader from a Quaternion.
Parameters
name: string
Define the name of the uniform as defined in the shader
value: Quaternion
Define the value to give to the uniform
Returns ShaderMaterial
the material itself allowing "fluent" like uniform updates
set Quaternion ArraySearch playground for setQuaternionArray
Set a vec4 array in the shader from a Quaternion array.
Parameters
name: string
Define the name of the uniform as defined in the shader
value: Quaternion[]
Define the value to give to the uniform
Returns ShaderMaterial
the material itself allowing "fluent" like uniform updates
set Storage BufferSearch playground for setStorageBuffer
Set a storage buffer in the shader
Parameters
name: string
Define the name of the storage buffer as defined in the shader
buffer: StorageBuffer
Define the value to give to the uniform
Returns ShaderMaterial
the material itself allowing "fluent" like uniform updates
set TextureSearch playground for setTexture
Set a texture in the shader.
Parameters
name: string
Define the name of the uniform samplers as defined in the shader
texture: BaseTexture
Define the texture to bind to this sampler
Returns ShaderMaterial
the material itself allowing "fluent" like uniform updates
set Texture ArraySearch playground for setTextureArray
Set a texture array in the shader.
Parameters
name: string
Define the name of the uniform sampler array as defined in the shader
textures: BaseTexture[]
Define the list of textures to bind to this sampler
Returns ShaderMaterial
the material itself allowing "fluent" like uniform updates
set Texture SamplerSearch playground for setTextureSampler
Set a texture sampler in the shader
Parameters
name: string
Define the name of the uniform as defined in the shader
sampler: TextureSampler
Define the value to give to the uniform
Returns ShaderMaterial
the material itself allowing "fluent" like uniform updates
set Uniform BufferSearch playground for setUniformBuffer
Set a uniform buffer in the shader
Parameters
name: string
Define the name of the uniform as defined in the shader
buffer: UniformBuffer
Define the value to give to the uniform
Returns ShaderMaterial
the material itself allowing "fluent" like uniform updates
set Vector2Search playground for setVector2
Set a vec2 in the shader from a Vector2.
Parameters
name: string
Define the name of the uniform as defined in the shader
value: Vector2
Define the value to give to the uniform
Returns ShaderMaterial
the material itself allowing "fluent" like uniform updates
set Vector3Search playground for setVector3
Set a vec3 in the shader from a Vector3.
Parameters
name: string
Define the name of the uniform as defined in the shader
value: Vector3
Define the value to give to the uniform
Returns ShaderMaterial
the material itself allowing "fluent" like uniform updates
set Vector4Search playground for setVector4
Set a vec4 in the shader from a Vector4.
Parameters
name: string
Define the name of the uniform as defined in the shader
value: Vector4
Define the value to give to the uniform
Returns ShaderMaterial
the material itself allowing "fluent" like uniform updates
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
Creates a shader material from parsed shader material data
Parameters
source: any
defines the JSON representation of the material
scene: Scene
defines the hosting scene
rootUrl: string
defines the root URL to use to load textures and relative dependencies
Returns ShaderMaterial
a new material
Static Parse From File AsyncSearch playground for ParseFromFileAsync
Creates a new ShaderMaterial from a snippet saved in a remote file
Parameters
name: Nullable<string>
defines the name of the ShaderMaterial to create (can be null or empty to use the one from the json data)
url: string
defines the url to load from
scene: Scene
defines the hosting scene
Optional rootUrl: string
defines the root URL to use to load textures and relative dependencies
Returns Promise<ShaderMaterial>
a promise that will resolve to the new ShaderMaterial
Static Parse From Snippet AsyncSearch playground for ParseFromSnippetAsync
Creates a ShaderMaterial from a snippet saved by the Inspector
Parameters
snippetId: string
defines the snippet to load
scene: Scene
defines the hosting scene
Optional rootUrl: string
defines the root URL to use to load textures and relative dependencies
Returns Promise<ShaderMaterial>
a promise that will resolve to the new ShaderMaterial
The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
This returned material effects how the mesh will look based on the code in the shaders.
https://doc.babylonjs.com/advanced_topics/shaders/shaderMaterial