Optional allowWhether it's possible to override the material with Scene#overrideMaterial or not.
true
Optional alpha透明度,可选,默认0.5
WaterFlowMaterialParameters
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 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 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 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 clippingDefines whether this material supports clipping; true to let the renderer
pass the clippingPlanes uniform.
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 color水颜色,可选,默认0x7abfff
WaterFlowMaterialParameters
Optional color颜色强度,可选,默认1
WaterFlowMaterialParameters
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 defaultWhen the rendered geometry doesn't include these attributes but the material does, these default values will be passed to the shaders. This avoids errors when buffer data is missing.
Optional definesDefines 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.
defines: {
FOO: 15,
BAR: true
}
Yields the lines:
#define FOO 15
#define BAR true
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 ditheringWhether to apply dithering to the color to remove the appearance of banding.
false
Optional extensionsThis object allows to enable certain WebGL 2 extensions.
true to use vertex shader clippingtrue to use vertex shader multi_draw / enable gl_DrawIDOptional flow水波缩放,可选,默认3.3
WaterFlowMaterialParameters
Optional fogDefine whether the material color is affected by global fog settings; true
to pass fog uniforms to the shader.
false
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 fragmentFragment shader GLSL code. This is the actual code for the shader.
Optional glslDefines the GLSL version of custom shader code.
null
Optional index0If set, this calls [gl.bindAttribLocation]https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bindAttribLocation to bind a generic vertex index to an attribute variable.
undefined
Optional lightsDefines whether this material uses lighting; true to pass uniform data
related to lighting to this shader.
false
Optional linewidthControls line thickness or lines.
WebGL and WebGPU ignore this setting and always render line primitives with a width of one pixel.
1
Optional nameThe name of the material.
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 partial是否开启区间显示,可选,默认false
WaterFlowMaterialParameters
Optional partial终点显示位置,可选,默认0
WaterFlowMaterialParameters
Optional partial起点显示位置,可选,默认0
WaterFlowMaterialParameters
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 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 sideDefines which side of faces will be rendered - front, back or both.
FrontSide
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 time水流变换速度,可选,默认0.24
WaterFlowMaterialParameters
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 uniformsAn 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.
Optional uniformsAn array holding uniforms groups for configuring UBOs.
Optional uniformsCan be used to force a uniform update while changing uniforms in Object3D#onBeforeRender.
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 uv水流纹理缩放X方向,可选,默认50
WaterFlowMaterialParameters
Optional uv水流纹理缩放Y方向,可选,默认50
WaterFlowMaterialParameters
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 vertexVertex shader GLSL code. This is the actual code for the shader.
Optional visibleDefines whether 3D objects using this material are visible.
true
Optional water水流采样效果偏移,可选,默认0
WaterFlowMaterialParameters
Optional water水流采样分辨率,可选,默认0.32
WaterFlowMaterialParameters
Optional water水流扰动采样大小,可选,默认0.04
WaterFlowMaterialParameters
Optional water水流速度,可选,默认3.3
WaterFlowMaterialParameters
Optional water水流水波叠加数,可选,默认4
WaterFlowMaterialParameters
Optional wireframeRenders the geometry as a wireframe.
false
Optional wireframeControls the thickness of the wireframe.
WebGL and WebGPU ignore this property and always render 1 pixel wide lines.
1
水流材质参数
Export
WaterFlowMaterialParameters