The value of StandardMaterial#ambientTint.
Invert the clearcoat gloss channel.
Defines if StandardMaterial#diffuse constant should affect diffuse color.
Defines if StandardMaterial#emissive constant should affect emissive color.
If UV1 (second set of texture coordinates) is required in the shader. Will be declared as "vUv1" and passed to the fragment shader.
Invert the gloss channel.
Defines if StandardMaterial#gloss constant should affect glossiness value.
Storage for the options for lit the shader and material.
Defines if StandardMaterial#metalness constant should affect metalness value.
Defines if StandardMaterial#opacity constant should affect opacity value.
If normal map contains X in RGB, Y in Alpha, and Z must be reconstructed.
Invert the sheen gloss channel.
Defines if StandardMaterial#specular constant should affect specular color.
The standard material options define a set of options used to control the shader frontend shader generation, such as textures, tints and multipliers.