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    Class ExtendedShaderMaterial<TE>

    Type Parameters

    Hierarchy (View Summary)

    Index

    Constructors

    Properties

    appliedMeshes: Set<any> = ...

    Objects in the scene that are using this material. This is set in the Object3DManager when the objects are added/removed from the scene. Do not modify this set directly.

    assetType: "material" = ...
    constructor: typeof ExtendedShaderMaterial & typeof ShaderMaterial2
    extraUniformsToUpload: Record<string, IUniform> = {}
    isAShaderMaterial: true
    isRawShaderMaterial: boolean
    materialExtensions: MaterialExtension[] = []
    registerMaterialExtensions: (
        this: IMaterial,
        customMaterialExtensions: MaterialExtension[],
    ) => void = iMaterialCommons.registerMaterialExtensions
    setDirty: (this: IMaterial, options?: IMaterialSetDirtyOptions) => void = iMaterialCommons.setDirty
    textures: { colorSpace: ColorSpace; id: string }[] = []
    type: "ShaderMaterial" | "RawShaderMaterial" = 'ShaderMaterial'
    'ShaderMaterial'
    
    unregisterMaterialExtensions: (
        this: IMaterial,
        customMaterialExtensions: MaterialExtension[],
    ) => void = iMaterialCommons.unregisterMaterialExtensions

    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.

    {}
    
    InterpolateProperties: string[] = ...
    MaterialProperties: {
        allowOverride: boolean;
        alphaHash: boolean;
        alphaTest: number;
        alphaToCoverage: boolean;
        blendAlpha: number;
        blendColor: string;
        blendDst: 205;
        blendDstAlpha: null;
        blendEquation: 100;
        blendEquationAlpha: null;
        blending: 1;
        blendSrc: 204;
        blendSrcAlpha: null;
        clipIntersection: boolean;
        clipping: boolean;
        clippingPlanes: null;
        clipShadows: boolean;
        colorWrite: boolean;
        defaultAttributeValues: {};
        defines: {};
        depthFunc: 3;
        depthTest: boolean;
        depthWrite: boolean;
        dithering: boolean;
        extensions: {};
        fog: boolean;
        forceSinglePass: boolean;
        fragmentShader: string;
        glslVersion: null;
        isRawShaderMaterial: boolean;
        lights: boolean;
        name: string;
        opacity: number;
        polygonOffset: boolean;
        polygonOffsetFactor: number;
        polygonOffsetUnits: number;
        precision: null;
        premultipliedAlpha: boolean;
        shadowSide: null;
        side: 0;
        stencilFail: 7680;
        stencilFunc: 519;
        stencilFuncMask: number;
        stencilRef: number;
        stencilWrite: boolean;
        stencilWriteMask: number;
        stencilZFail: 7680;
        stencilZPass: 7680;
        toneMapped: boolean;
        transparent: boolean;
        uniforms: {};
        uniformsGroups: {};
        userData: {};
        vertexColors: boolean;
        vertexShader: string;
        visible: boolean;
        wireframe: boolean;
        wireframeLinewidth: number;
    } = ...
    TYPE: "ShaderMaterial2" = 'ShaderMaterial2'
    TypeSlug: "shaderMat" = 'shaderMat'

    Accessors

    Methods

    • Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app.

      Material textures must be disposed of by the dispose() method of Texture.

      Returns this