Engine API Reference - v2.6.1
    Preparing search index...

    Class ShaderMaterial

    A ShaderMaterial is a type of material that utilizes a specified shader for rendering purposes.

    A simple example which creates a material with custom vertex and fragment shaders:

    const material = new pc.ShaderMaterial({
    uniqueName: 'MyShader',
    attributes: { aPosition: pc.SEMANTIC_POSITION },
    vertexCode: `
    attribute vec3 aPosition;
    uniform mat4 matrix_viewProjection;
    void main(void)
    {
    gl_Position = matrix_viewProjection * pos;
    }`,
    fragmentCode: `
    void main(void) {
    gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
    }`
    });

    Hierarchy (View Summary)

    Index

    Constructors

    Properties

    alphaTest: number = 0

    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).

    alphaToCoverage: boolean = false

    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.

    cull: number = CULLFACE_BACK

    Controls how triangles are culled based on their face direction with respect to the viewpoint. Can be:

    • CULLFACE_NONE: Do not cull triangles based on face direction.
    • CULLFACE_BACK: Cull the back faces of triangles (do not render triangles facing away from the view point).
    • CULLFACE_FRONT: Cull the front faces of triangles (do not render triangles facing towards the view point).

    Defaults to CULLFACE_BACK.

    name: string = 'Untitled'

    The name of the material.

    stencilBack: null | StencilParameters = null

    Stencil parameters for back faces (default is null).

    stencilFront: null | StencilParameters = null

    Stencil parameters for front faces (default is null).

    userId: string = ''

    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.

    Accessors

    • get alphaWrite(): boolean

      Gets whether the alpha channel is written to the color buffer.

      Returns boolean

    • set alphaWrite(value: boolean): void

      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.

      Parameters

      • value: boolean

      Returns void

    • get blueWrite(): boolean

      Gets whether the blue channel is written to the color buffer.

      Returns boolean

    • set blueWrite(value: boolean): void

      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.

      Parameters

      • value: boolean

      Returns void

    • get chunks(): {}

      Gets the object containing custom shader chunks.

      Returns {}

    • set chunks(value: {}): void

      Sets the object containing custom shader chunks that will replace default ones.

      Parameters

      • value: {}

      Returns void

    • get depthBias(): number

      Gets the offset for the output depth buffer value.

      Returns number

    • set depthBias(value: number): void

      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.

      Parameters

      • value: number

      Returns void

    • get depthTest(): boolean

      Gets whether depth testing is enabled.

      Returns boolean

    • set depthTest(value: boolean): void

      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.

      Parameters

      • value: boolean

      Returns void

    • get depthWrite(): boolean

      Gets whether depth writing is enabled.

      Returns boolean

    • set depthWrite(value: boolean): void

      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.

      Parameters

      • value: boolean

      Returns void

    • get greenWrite(): boolean

      Gets whether the green channel is written to the color buffer.

      Returns boolean

    • set greenWrite(value: boolean): void

      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.

      Parameters

      • value: boolean

      Returns void

    • get redWrite(): boolean

      Gets whether the red channel is written to the color buffer.

      Returns boolean

    • set redWrite(value: boolean): void

      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.

      Parameters

      • value: boolean

      Returns void

    • get slopeDepthBias(): number

      Gets the offset for the output depth buffer value based on the slope of the triangle relative to the camera.

      Returns number

    • set slopeDepthBias(value: number): void

      Sets the offset for the output depth buffer value based on the slope of the triangle relative to the camera.

      Parameters

      • value: number

      Returns void

    Methods

    • Returns true if a define is enabled on the material, otherwise false.

      Parameters

      • name: string

        The name of the define to check.

      Returns boolean

      The value of the define.

    • Retrieves the specified shader parameter from a material.

      Parameters

      • name: string

        The name of the parameter to query.

      Returns any

      The named parameter.

    • Adds or removes a define on the material. Defines can be used to enable or disable various parts of the shader code.

      Parameters

      • name: string

        The name of the define to set.

      • value: undefined | string | false

        The value of the define. If undefined or false, the define is removed.

      Returns void