materials/index library
Classes
- GroupMaterial
- LineBasicMaterial
- A material for drawing wireframe-style geometries.
- LineDashedMaterial
- A material for drawing wireframe-style geometries with dashed lines.
- Material
- Abstract base class for materials.
- MeshBasicMaterial
- A material for drawing geometries in a simple shaded (flat or wireframe) way.
- MeshDepthMaterial
- A material for drawing geometry by depth. Depth is based off of the camera near and far plane. White is nearest, black is farthest.
- MeshDistanceMaterial
- MeshDistanceMaterial is internally used for implementing shadow mapping with PointLights.
- MeshLambertMaterial
- A material for non-shiny surfaces, without specular highlights.
- MeshMatcapMaterial
- MeshMatcapMaterial is defined by a MatCap (or Lit Sphere) texture, which encodes the material color and shading.
- MeshNormalMaterial
- A material that maps the normal vectors to RGB colors.
- MeshPhongMaterial
- A material for shiny surfaces with specular highlights.
- MeshPhysicalMaterial
- An extension of the MeshStandardMaterial, providing more advanced physically-based rendering properties:
- MeshStandardMaterial
- A standard physically based material, using Metallic-Roughness workflow.
- MeshToonMaterial
- A material implementing toon shading.
- PointsMaterial
- The default material used by Points.
- RawShaderMaterial
- This class works just like ShaderMaterial, except that definitions of built-in uniforms and attributes are not automatically prepended to the GLSL shader code.
- ShaderMaterial
- A material rendered with custom shaders. A shader is a small program written in GLSL that runs on the GPU. You may want to use a custom shader if you need to:
- ShadowMaterial
- This material can receive shadows, but otherwise is completely transparent.
- SpriteMaterial
- A material for a use with a Sprite.
Enums
Properties
- materialId ↔ int
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getter/setter pair