Class ExtendedShaderMaterial

Hierarchy (View Summary)

Constructors

Properties

appliedMeshes: Set<any> = ...

Managed internally, do not change manually

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.

{}
MaterialProperties: {
    alphaTest: number;
    alphaToCoverage: boolean;
    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