Private
_shaderA shader used to render the material. Note that this is used only by materials where the user specifies the shader. Most material types generate multiple shader variants, and do not set this.
The alpha test reference value to control which fragments are written to the currently active render target based on alpha value. All fragments with an alpha value of less than the alphaTest reference value will be discarded. alphaTest defaults to 0 (all fragments pass).
Enables or disables alpha to coverage (WebGL2 only). When enabled, and if hardware anti-aliasing is on, limited order-independent transparency can be achieved. Quality depends on the number of MSAA samples of the current render target. It can nicely soften edges of otherwise sharp alpha cutouts, but isn't recommended for large area semi-transparent surfaces. Note, that you don't need to enable blending to make alpha to coverage work. It will work without it, just like alphaTest.
Controls how triangles are culled based on their face direction with respect to the viewpoint. Can be:
Defaults to CULLFACE_BACK.
Private
meshThe mesh instances referencing this material
The name of the material.
Stencil parameters for back faces (default is null).
Stencil parameters for front faces (default is null).
A unique id the user can assign to the material. The engine internally does not use this for anything, and the user can assign a value to this id for any purpose they like. Defaults to an empty string.
If true, the alpha component of fragments generated by the shader of this material is written to the color buffer of the currently active render target. If false, the alpha component will not be written. Defaults to true.
Controls how fragment shader outputs are blended when being written to the currently active render target. This overwrites blending type set using Material#blendType, and offers more control over blending.
Controls how fragment shader outputs are blended when being written to the currently active render target. Can be:
Defaults to BLEND_NONE.
If true, the blue component of fragments generated by the shader of this material is written to the color buffer of the currently active render target. If false, the blue component will not be written. Defaults to true.
Offsets the output depth buffer value. Useful for decals to prevent z-fighting. Typically a small negative value (-0.1) is used to render the mesh slightly closer to the camera.
Controls how the depth of new fragments is compared against the current depth contained in the depth buffer. Can be:
Defaults to FUNC_LESSEQUAL.
Sets the depth state. Note that this can also be done by using Material#depthTest, Material#depthFunc and Material#depthWrite.
If true, fragments generated by the shader of this material are only written to the current render target if they pass the depth test. If false, fragments generated by the shader of this material are written to the current render target regardless of what is in the depth buffer. Defaults to true.
If true, fragments generated by the shader of this material write a depth value to the depth buffer of the currently active render target. If false, no depth value is written. Defaults to true.
If true, the green component of fragments generated by the shader of this material is written to the color buffer of the currently active render target. If false, the green component will not be written. Defaults to true.
If true, the red component of fragments generated by the shader of this material is written to the color buffer of the currently active render target. If false, the red component will not be written. Defaults to true.
Same as Material#depthBias, but also depends on the slope of the triangle relative to the camera.
Sets a shader parameter on a material.
The name of the parameter to set.
The value for the specified parameter.
A material determines how a particular mesh instance is rendered. It specifies the shader and render state that is set before the mesh instance is submitted to the graphics device.