Whether it's possible to override the material with Scene#overrideMaterial or not.
true
Enables alpha hashed transparency, an alternative to Material#transparent or Material#alphaTest. The material will not be rendered if opacity is lower than a random threshold. Randomization introduces some grain or noise, but approximates alpha blending without the associated problems of sorting. Using TAA can reduce the resulting noise.
false
The alpha map is a grayscale texture that controls the opacity across the surface (black: fully transparent; white: fully opaque).
Only the color of the texture is used, ignoring the alpha channel if one exists. For RGB and RGBA textures, the 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.
null
Whether alpha to coverage should be enabled or not. Can only be used with MSAA-enabled contexts
(meaning when the renderer was created with antialias parameter set to true). Enabling this
will smooth aliasing on clip plane edges and alphaTest-clipped edges.
false
The red channel of this texture is used as the ambient occlusion map. Requires a second set of UVs.
null
Intensity of the ambient occlusion effect. Range is [0,1], where 0
disables ambient occlusion. Where intensity is 1 and the AO map's
red channel is also 1, ambient light is fully occluded on a surface.
1
Represents the alpha value of the constant blend color.
This property has only an effect when using custom blending with ConstantAlpha or OneMinusConstantAlpha.
0
Represents the RGB values of the constant blend color.
This property has only an effect when using custom blending with ConstantColor or OneMinusConstantColor.
(0,0,0)
Defines the blending destination factor.
OneMinusSrcAlphaFactor
Defines the blending destination alpha factor.
null
Defines the blending equation.
AddEquation
Defines the blending equation of the alpha channel.
null
Defines the blending source factor.
SrcAlphaFactor
Defines the blending source alpha factor.
null
Defines the blending type of the material.
It must be set to CustomBlending if custom blending properties like
Material#blendSrc, Material#blendDst or Material#blendEquation
should have any effect.
NormalBlending
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.
null
How much the bump map affects the material. Typical range is [0,1].
1
Changes the behavior of clipping planes so that only their intersection is clipped, rather than their union.
false
Defines whether to clip shadows according to the clipping planes specified on this material.
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.
null
Color of the material.
(1,1,1)
Whether to render the material's color.
This can be used in conjunction with Object3D#renderOder to create invisible objects that occlude other objects.
true
Defines the depth function.
LessEqualDepth
Whether to have depth test enabled when rendering this material. When the depth test is disabled, the depth write will also be implicitly disabled.
true
Whether rendering this material has any effect on the depth buffer.
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.
true
The offset of the displacement map's values on the mesh's vertices. The bias is added to the scaled sample of the displacement map. Without a displacement map set, this value is not applied.
0
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.
null
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.
0
Whether to apply dithering to the color to remove the appearance of banding.
false
Emissive (light) color of the material, essentially a solid color unaffected by other lighting.
(0,0,0)
Intensity of the emissive light. Modulates the emissive color.
1
Set emissive (glow) map. 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.
null
The environment map. To ensure a physically correct rendering, environment maps are internally pre-processed with PMREMGenerator.
null
Scales the effect of the environment map by multiplying its color.
1
The rotation of the environment map in radians.
(0,0,0)
Whether the material is rendered with flat shading or not.
false
Whether the material is affected by fog or not.
true
Whether double-sided, transparent objects should be rendered with a single pass or not.
The engine renders double-sided, transparent objects with two draw calls (back faces first,
then front faces) to mitigate transparency artifacts. There are scenarios however where this
approach produces no quality gains but still doubles draw calls e.g. when rendering flat
vegetation like grass sprites. In these cases, set the forceSinglePass flag to true to
disable the two pass rendering to avoid performance issues.
false
Readonly isThis flag can be used for type testing.
true
Readonly isThis flag can be used for type testing.
true
The light map. Requires a second set of UVs.
null
Intensity of the baked light.
1
The color map. May optionally include an alpha channel, typically combined
with Material#transparent or Material#alphaTest. The texture map
color is modulated by the diffuse color.
null
How much the material is like a metal. Non-metallic materials such as wood
or stone use 0.0, metallic use 1.0, with nothing (usually) in between.
A value between 0.0 and 1.0 could be used for a rusty metal look.
If metalnessMap is also provided, both values are multiplied.
0
The blue channel of this texture is used to alter the metalness of the material.
null
The name of the material.
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.
null
The type of normal map.
TangentSpaceNormalMap
How much the normal map affects the material. Typical value range is [0,1].
(1,1)
Defines how transparent the material is.
A value of 0.0 indicates fully transparent, 1.0 is fully opaque.
If the Material#transparent is not set to true,
the material will remain fully opaque and this value will only affect its color.
1
Whether to use polygon offset or not. When enabled, each fragment's depth value will be offset after it is interpolated from the depth values of the appropriate vertices. The offset is added before the depth test is performed and before the value is written into the depth buffer.
Can be useful for rendering hidden-line images, for applying decals to surfaces, and for rendering solids with highlighted edges.
false
Specifies a scale factor that is used to create a variable depth offset for each polygon.
0
Is multiplied by an implementation-specific value to create a constant depth offset.
0
Override the renderer's default precision for this material.
null
Whether to premultiply the alpha (transparency) value.
false
How rough the material appears. 0.0 means a smooth mirror reflection, 1.0
means fully diffuse. If roughnessMap is also provided,
both values are multiplied.
1
The green channel of this texture is used to alter the roughness of the material.
null
Defines which side of faces cast shadows. If null, the side casting shadows
is determined as follows:
FrontSide, the back side cast shadows.BackSide, the front side cast shadows.DoubleSide, both sides cast shadows.null
Defines which side of faces will be rendered - front, back or both.
FrontSide
Which stencil operation to perform when the comparison function returns false.
KeepStencilOp
The stencil comparison function to use.
AlwaysStencilFunc
The bit mask to use when comparing against the stencil buffer.
0xff
The value to use when performing stencil comparisons or stencil operations.
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.
false
The bit mask to use when writing to the stencil buffer.
0xff
Which stencil operation to perform when the comparison function returns
true but the depth test fails.
KeepStencilOp
Which stencil operation to perform when the comparison function returns
true and the depth test passes.
KeepStencilOp
Defines whether this material is tone mapped according to the renderer's tone mapping setting.
It is ignored when rendering to a render target or using post processing or when using
WebGPURenderer. In all these cases, all materials are honored by tone mapping.
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.
When set to true, the extent to which the material is transparent is controlled by Material#opacity.
false
Readonly typeThe type property is used for detecting the object type in context of serialization/deserialization.
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.
Readonly uuidThe UUID of the material.
Readonly versionThis starts at 0 and counts how many times Material#needsUpdate is set to true.
0
If set to true, vertex colors should be used.
The engine supports RGB and RGBA vertex colors depending on whether a three (RGB) or four (RGBA) component color buffer attribute is used.
false
Defines whether 3D objects using this material are visible.
true
Renders the geometry as a wireframe.
false
Defines appearance of wireframe ends.
Can only be used with SVGRenderer.
'round'
Defines appearance of wireframe joints.
Can only be used with SVGRenderer.
'round'
Controls the thickness of the wireframe.
Can only be used with SVGRenderer.
1
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.
0
获取深度贴图
MeshReflectorMaterial
设置深度贴图
MeshReflectorMaterial
获取深度缩放
MeshReflectorMaterial
设置深度缩放
MeshReflectorMaterial
获取深度模糊偏移量
MeshReflectorMaterial
设置深度模糊偏移量
MeshReflectorMaterial
获取抖动强度
MeshReflectorMaterial
设置抖动强度
MeshReflectorMaterial
获取抖动贴图
MeshReflectorMaterial
设置抖动贴图
MeshReflectorMaterial
获取最大深度阈值
MeshReflectorMaterial
设置最大深度阈值
MeshReflectorMaterial
获取最小深度阈值
MeshReflectorMaterial
设置最小深度阈值
MeshReflectorMaterial
获取镜像强度
MeshReflectorMaterial
设置镜像强度
MeshReflectorMaterial
Setting this property to true indicates the engine the material
needs to be recompiled.
false
获取反射模糊强度
MeshReflectorMaterial
设置反射模糊强度
MeshReflectorMaterial
获取反射模糊纹理
MeshReflectorMaterial
设置反射模糊纹理
MeshReflectorMaterial
获取反射对比度
MeshReflectorMaterial
设置反射对比度
MeshReflectorMaterial
获取反射贴图
MeshReflectorMaterial
设置反射贴图
MeshReflectorMaterial
获取反射强度
MeshReflectorMaterial
设置反射强度
MeshReflectorMaterial
获取反射纹理矩阵
MeshReflectorMaterial
设置反射纹理矩阵
MeshReflectorMaterial
Adds a listener to an event type.
The type of event to listen to.
The function that gets called when the event is fired.
Returns a new material with copied values from this instance.
A clone of this instance.
Copies the values of the given material to this instance.
The material to copy.
A reference to this instance.
In case Material#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.
This method can only be used when rendering with WebGLRenderer.
The custom program cache key.
Checks if listener is added to an event type.
The type of event to listen to.
The function that gets called when the event is fired.
An optional callback that is executed immediately before the material is used to render a 3D object.
This method can only be used when rendering with WebGLRenderer.
The renderer.
The scene.
The camera that is used to render the scene.
The 3D object's geometry.
The 3D object.
The geometry group data.
Removes a listener from an event type.
The type of the listener that gets removed.
The listener function that gets removed.
反射材质
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Date
2023.6.20
Author
lyx