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shaderMaterial

Firtina Ozbalikci edited this page Jul 29, 2017 · 17 revisions

Wiki » Internal Components » Materials » shaderMaterial

shaderMaterial

Creates a THREE.ShaderMaterial

Attributes

slot

string: This decides which property of the mesh the material should be assigned to.

Defaults to material. Other example values:

  • customDepthMaterial
  • customDistanceMaterial
  • and so on

Default: 'material'

transparent

bool

alphaTest

number

Default: 0

side

one of [THREE.FrontSide, THREE.BackSide, THREE.DoubleSide]

Default: THREE.FrontSide

depthTest

bool

Default: true

depthWrite

bool

Default: true

blending

one of [THREE.NoBlending, THREE.NormalBlending, THREE.AdditiveBlending, THREE.SubtractiveBlending, THREE.MultiplyBlending, THREE.CustomBlending]

Default: THREE.NormalBlending

depthFunc

one of [THREE.NeverDepth, THREE.AlwaysDepth, THREE.LessDepth, THREE.LessEqualDepth, THREE.EqualDepth, THREE.GreaterEqualDepth, THREE.GreaterDepth, THREE.NotEqualDepth]

Default: THREE.LessEqualDepth

opacity

number

visible

bool

Default: true

vertexColors

one of [THREE.NoColors, THREE.FaceColors, THREE.VertexColors]

Default: THREE.NoColors

vertexShader

string: The vertex shader code.

fragmentShader

string: The fragment shader code.

uniforms

any: The uniforms to be used for the shader.

See THREE.ShaderMaterial#uniforms

wireframe

bool

Default: false

wireframeLinewidth

number

Default: 1

resourceId

string: The resource id of this object, only used if it is placed into resources.

Default: ''

Children:

Notes:

If you would like to set a texture as a map for this material, you can do this by declaring the texture within:

<...material>
    <texture url={...} .../>
</...material>

This component can be added into <resources/>! See Resource Types for more information.

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