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.

Properties

materialId int
getter/setter pair