Creates an instance of ngx shader instancing material.
Any property of the material (including any property inherited from Material and ShaderMaterial) can be passed in here.
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.
an object with one or more properties defining the material's appearance.
This creates a generic material.
Creates eventDispatcher object. It needs to be call with '.call' to add the functionality to an object.
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.
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.
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.
The transparency of the .blendDst. Uses .blendDst value if null. Default is null.
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.
The transparency of the .blendEquation. Uses .blendEquation value if null. Default is null.
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.
The transparency of the .blendSrc. Uses .blendSrc value if null. Default is null.
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.
Changes the behavior of clipping planes so that only their intersection is clipped, rather than their union. Default is false.
Defines whether to clip shadows according to the clipping planes specified on this material. Default is false.
Defines whether this material supports clipping; true to let the renderer pass the clippingPlanes uniform. Default is false.
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 WebGL / clipping /intersection example. Default is null.
Color of the material, by default set to white (0xffffff).
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 custom constants using #define directives within the GLSL code for both the vertex shader and the fragment shader; each key/value pair yields another directive:
Which depth function to use. Default is LessEqualDepth. See the depth mode constants for all possible values.
Whether to have depth test enabled when rendering this material. Default is true.
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.
Whether to apply dithering to the color to remove the appearance of banding. Default is false.
An object with the following properties:
Whether the material is affected by fog. Default is false.
When this property is set to THREE.RGBFormat, the material is considered to be opaque and alpha values are ignored. Default is THREE.RGBAFormat.
Fragment shader GLSL code. This is the actual code for the shader. In the example above, the vertexShader and fragmentShader code is extracted from the DOM; it could be passed as a string directly or loaded via AJAX instead.
Defines the GLSL version of custom shader code. Only relevant for WebGL 2 in order to define whether to specify GLSL 3.0 or not. Valid values are THREE.GLSL1 or THREE.GLSL3. Default is null.
Unique number for this material instance.
Used to check whether this or derived classes are materials. Default is true. You should not change this, as it used internally for optimisation.
Defines whether this material uses lighting; true to pass uniform data related to lighting to this shader. Default is false.
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.
Optional name of the object (doesn't need to be unique). Default is an empty string.
Specifies that the material needs to be recompiled.
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.
Whether to use polygon offset. Default is false. This corresponds to the GL_POLYGON_OFFSET_FILL WebGL feature.
Sets the polygon offset factor. Default is 0.
Sets the polygon offset units. Default is 0.
Override the renderer's default precision for this material. Can be "highp", "mediump" or "lowp". Default is null.
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.
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:
Defines which side of faces will be rendered - front, back or both. Default is THREE.FrontSide. Other options are THREE.BackSide and THREE.DoubleSide.
Which stencil operation to perform when the comparison function returns false. Default is KeepStencilOp. See the stencil operations constants for all possible values.
The stencil comparison function to use. Default is AlwaysStencilFunc. See stencil function constants for all possible values.
The bit mask to use when comparing against the stencil buffer. Default is 0xFF.
The value to use when performing stencil comparisons or stencil operations. Default is 0.
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.
The bit mask to use when writing to the stencil buffer. Default is 0xFF.
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.
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.
Defines whether this material is tone mapped according to the renderer's toneMapping setting. Default is true.
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. g When set to true, the extent to which the material is transparent is controlled by setting its opacity property. Default is false.
An object of the form: { "uniform1": { value: 1.0 }, "uniform2": { value: 2 } } specifying the uniforms to be passed to the shader code; keys are uniform names, values are definitions of the form { value: 1.0 } where value is the value of the uniform. Names must match the name of the uniform, as defined in the GLSL code. Note that uniforms are refreshed on every frame, so updating the value of the uniform will immediately update the value available to the GLSL code.
Can be used to force a uniform update while changing uniforms in Object3D.onBeforeRender(). Default is false.
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.
UUID of this material instance. This gets automatically assigned, so this shouldn't be edited.
This starts at 0 and counts how many times [property:Boolean needsUpdate] is set to true.
Defines whether vertex coloring is used. Default is false.
Vertex shader GLSL code. This is the actual code for the shader. In the example above, the vertexShader and fragmentShader code is extracted from the DOM; it could be passed as a string directly or loaded via AJAX instead.
Defines whether this material is visible. Default is true.
Render geometry as wireframe. Default is false (i.e. render as flat polygons).
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.
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.
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.
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.
The transparency of the .blendDst. Uses .blendDst value if null. Default is null.
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.
The transparency of the .blendEquation. Uses .blendEquation value if null. Default is null.
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.
The transparency of the .blendSrc. Uses .blendSrc value if null. Default is null.
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.
Changes the behavior of clipping planes so that only their intersection is clipped, rather than their union. Default is false.
Defines whether to clip shadows according to the clipping planes specified on this material. Default is false.
Defines whether this material supports clipping; true to let the renderer pass the clippingPlanes uniform. Default is false.
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 WebGL / clipping /intersection example. Default is null.
Color of the material, by default set to white (0xffffff).
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 custom constants using #define directives within the GLSL code for both the vertex shader and the fragment shader; each key/value pair yields another directive:
Which depth function to use. Default is LessEqualDepth. See the depth mode constants for all possible values.
Whether to have depth test enabled when rendering this material. Default is true.
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.
Whether to apply dithering to the color to remove the appearance of banding. Default is false.
An object with the following properties:
Whether the material is affected by fog. Default is false.
When this property is set to THREE.RGBFormat, the material is considered to be opaque and alpha values are ignored. Default is THREE.RGBAFormat.
Fragment shader GLSL code. This is the actual code for the shader. In the example above, the vertexShader and fragmentShader code is extracted from the DOM; it could be passed as a string directly or loaded via AJAX instead.
Defines the GLSL version of custom shader code. Only relevant for WebGL 2 in order to define whether to specify GLSL 3.0 or not. Valid values are THREE.GLSL1 or THREE.GLSL3. Default is null.
Unique number for this material instance.
Used to check whether this or derived classes are materials. Default is true. You should not change this, as it used internally for optimisation.
Defines whether this material uses lighting; true to pass uniform data related to lighting to this shader. Default is false.
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.
Optional name of the object (doesn't need to be unique). Default is an empty string.
Specifies that the material needs to be recompiled.
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.
Whether to use polygon offset. Default is false. This corresponds to the GL_POLYGON_OFFSET_FILL WebGL feature.
Sets the polygon offset factor. Default is 0.
Sets the polygon offset units. Default is 0.
Override the renderer's default precision for this material. Can be "highp", "mediump" or "lowp". Default is null.
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.
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:
Defines which side of faces will be rendered - front, back or both. Default is THREE.FrontSide. Other options are THREE.BackSide and THREE.DoubleSide.
Which stencil operation to perform when the comparison function returns false. Default is KeepStencilOp. See the stencil operations constants for all possible values.
The stencil comparison function to use. Default is AlwaysStencilFunc. See stencil function constants for all possible values.
The bit mask to use when comparing against the stencil buffer. Default is 0xFF.
The value to use when performing stencil comparisons or stencil operations. Default is 0.
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.
The bit mask to use when writing to the stencil buffer. Default is 0xFF.
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.
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.
Defines whether this material is tone mapped according to the renderer's toneMapping setting. Default is true.
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. g When set to true, the extent to which the material is transparent is controlled by setting its opacity property. Default is false.
An object of the form: { "uniform1": { value: 1.0 }, "uniform2": { value: 2 } } specifying the uniforms to be passed to the shader code; keys are uniform names, values are definitions of the form { value: 1.0 } where value is the value of the uniform. Names must match the name of the uniform, as defined in the GLSL code. Note that uniforms are refreshed on every frame, so updating the value of the uniform will immediately update the value available to the GLSL code.
Can be used to force a uniform update while changing uniforms in Object3D.onBeforeRender(). Default is false.
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.
UUID of this material instance. This gets automatically assigned, so this shouldn't be edited.
This starts at 0 and counts how many times [property:Boolean needsUpdate] is set to true.
Defines whether vertex coloring is used. Default is false.
Vertex shader GLSL code. This is the actual code for the shader. In the example above, the vertexShader and fragmentShader code is extracted from the DOM; it could be passed as a string directly or loaded via AJAX instead.
Defines whether this material is visible. Default is true.
Render geometry as wireframe. Default is false (i.e. render as flat polygons).
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.
Adds a listener to an event type.
The type of event to listen to.
The that gets called when the event is fired.
Return a new material with the same parameters as this material.
Copy the parameters from the passed material into this material.
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().
Fire an event type.
This disposes the material. Textures of a material don't get disposed. These needs to be disposed by Texture.
Checks if listener is added to an event type.
The type of event to listen to.
The that gets called when the event is fired.
Source code of the shader
WebGLRenderer Context that is initializing the material
Removes a listener from an event type.
The type of the listener that gets removed.
The listener that gets removed.
Sets the properties based on the parameters.
A container with parameters.
Adds a listener to an event type.
The type of event to listen to.
The that gets called when the event is fired.
Return a new material with the same parameters as this material.
Copy the parameters from the passed material into this material.
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().
Fire an event type.
This disposes the material. Textures of a material don't get disposed. These needs to be disposed by Texture.
Checks if listener is added to an event type.
The type of event to listen to.
The that gets called when the event is fired.
Source code of the shader
WebGLRenderer Context that is initializing the material
Removes a listener from an event type.
The type of the listener that gets removed.
The listener that gets removed.
Sets the properties based on the parameters.
A container with parameters.
Generated using TypeDoc
Instancing material
See the ngx3js docs page for details. See the ngx material page for a live demo.