Optional allowWhether it's possible to override the material with Scene#overrideMaterial or not.
true
Optional alphaEnables 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
Optional alphaThe 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
Optional alphaWhether 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
Optional aoThe red channel of this texture is used as the ambient occlusion map. Requires a second set of UVs.
null
Optional aoIntensity 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
Optional blendRepresents the alpha value of the constant blend color.
This property has only an effect when using custom blending with ConstantAlpha or OneMinusConstantAlpha.
0
Optional blendRepresents 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)
Optional blendDefines the blending destination factor.
OneMinusSrcAlphaFactor
Optional blendDefines the blending destination alpha factor.
null
Optional blendDefines the blending equation.
AddEquation
Optional blendDefines the blending equation of the alpha channel.
null
Optional blendDefines the blending source factor.
SrcAlphaFactor
Optional blendDefines the blending source alpha factor.
null
Optional blendingDefines 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
Optional bumpThe 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
Optional bumpHow much the bump map affects the material. Typical range is [0,1].
1
Optional clipChanges the behavior of clipping planes so that only their intersection is clipped, rather than their union.
false
Optional clipDefines whether to clip shadows according to the clipping planes specified on this material.
false
Optional clippingUser-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
Optional colorColor of the material.
(1,1,1)
Optional colorWhether to render the material's color.
This can be used in conjunction with Object3D#renderOder to create invisible objects that occlude other objects.
true
Optional combineHow to combine the result of the surface's color with the environment map, if any.
When set to MixOperation, the MeshBasicMaterial#reflectivity is used to
blend between the two colors.
MultiplyOperation
Optional depthDefines the depth function.
LessEqualDepth
Optional depthWhether to have depth test enabled when rendering this material. When the depth test is disabled, the depth write will also be implicitly disabled.
true
Optional depthWhether 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
Optional displacementThe 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
Optional displacementThe 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
Optional displacementHow 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
Optional ditheringWhether to apply dithering to the color to remove the appearance of banding.
false
Optional emissiveEmissive (light) color of the material, essentially a solid color unaffected by other lighting.
(0,0,0)
Optional emissiveIntensity of the emissive light. Modulates the emissive color.
1
Optional emissiveSet 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
Optional envThe environment map.
null
Optional envThe rotation of the environment map in radians.
(0,0,0)
Optional flatWhether the material is rendered with flat shading or not.
false
Optional fogWhether the material is affected by fog or not.
true
Optional forceWhether 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
Optional gridOptional gridOptional gridOptional gridOptional gridOptional gridOptional lightThe light map. Requires a second set of UVs.
null
Optional lightIntensity of the baked light.
1
Optional mapThe 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
Optional mask遮罩中心点
MeshPhongGridMaterialParameters
Optional mask遮罩颜色
MeshPhongGridMaterialParameters
Optional mask遮罩透明度
MeshPhongGridMaterialParameters
Optional mask遮罩半径
MeshPhongGridMaterialParameters
Optional nameThe name of the material.
Optional normalThe 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
Optional normalThe type of normal map.
TangentSpaceNormalMap
Optional normalHow much the normal map affects the material. Typical value range is [0,1].
(1,1)
Optional opacityDefines 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
Optional polygonWhether 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
Optional polygonSpecifies a scale factor that is used to create a variable depth offset for each polygon.
0
Optional polygonIs multiplied by an implementation-specific value to create a constant depth offset.
0
Optional precisionOverride the renderer's default precision for this material.
null
Optional premultipliedWhether to premultiply the alpha (transparency) value.
false
Optional reflectivityHow much the environment map affects the surface.
The valid range is between 0 (no reflections) and 1 (full reflections).
1
Optional refractionThe index of refraction (IOR) of air (approximately 1) divided by the
index of refraction of the material. It is used with environment mapping
modes CubeRefractionMapping and EquirectangularRefractionMapping.
The refraction ratio should not exceed 1.
0.98
Optional shadowDefines 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
Optional shininessHow shiny the specular highlight is; a higher value gives a sharper highlight.
30
Optional sideDefines which side of faces will be rendered - front, back or both.
FrontSide
Optional specularSpecular color of the material. The default color is set to 0x111111 (very dark grey)
This defines how shiny the material is and the color of its shine.
Optional specularThe specular map value affects both how much the specular surface highlight contributes and how much of the environment map affects the surface.
null
Optional stencilWhich stencil operation to perform when the comparison function returns false.
KeepStencilOp
Optional stencilThe stencil comparison function to use.
AlwaysStencilFunc
Optional stencilThe bit mask to use when comparing against the stencil buffer.
0xff
Optional stencilThe value to use when performing stencil comparisons or stencil operations.
0
Optional stencilWhether 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
Optional stencilThe bit mask to use when writing to the stencil buffer.
0xff
Optional stencilZFailWhich stencil operation to perform when the comparison function returns
true but the depth test fails.
KeepStencilOp
Optional stencilZPassWhich stencil operation to perform when the comparison function returns
true and the depth test passes.
KeepStencilOp
Optional toneDefines 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
Optional transparentDefines 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
Optional userAn 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.
Optional vertexIf 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
Optional visibleDefines whether 3D objects using this material are visible.
true
Optional wireframeRenders the geometry as a wireframe.
false
Optional wireframeDefines appearance of wireframe ends.
Can only be used with SVGRenderer.
'round'
Optional wireframeDefines appearance of wireframe joints.
Can only be used with SVGRenderer.
'round'
Optional wireframeControls the thickness of the wireframe.
Can only be used with SVGRenderer.
1
冯氏附着网格材质初始化参数
Export
MeshPhongGridMaterialParameters
Date
2022.5.26
Author
lyx