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.
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.
Gets whether the alpha channel is written to the color buffer.
Sets whether the alpha channel is written to the color buffer. 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 alpha component will not be written. Defaults to true.
Gets the blend state for this material.
Sets the blend state for this material. 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.
Gets the blend mode for this material.
Sets the blend mode for this material. Controls how fragment shader outputs are blended when being written to the currently active render target. Can be:
Defaults to BLEND_NONE.
Gets whether the blue channel is written to the color buffer.
Sets whether the blue channel is written to the color buffer. 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 blue component will not be written. Defaults to true.
Gets the offset for the output depth buffer value.
Sets the offset for 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.
Gets the depth test function.
Sets the depth test function. Controls how the depth of new fragments is compared against the current depth contained in the depth buffer. Can be:
Defaults to FUNC_LESSEQUAL.
Gets the depth state.
Sets the depth state. Note that this can also be done by using Material#depthTest, Material#depthFunc and Material#depthWrite.
Gets whether depth testing is enabled.
Sets whether depth testing is enabled. 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.
Gets whether depth writing is enabled.
Sets whether depth writing is enabled. 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.
Gets whether the green channel is written to the color buffer.
Sets whether the green channel is written to the color buffer. 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 green component will not be written. Defaults to true.
Gets whether the red channel is written to the color buffer.
Sets whether the red channel is written to the color buffer. 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.
Gets the offset for the output depth buffer value based on the slope of the triangle relative to the camera.
Sets the offset for the output depth buffer value based 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.