# StandardMaterialOptions

Class · category: Graphics

Source: https://github.com/playcanvas/engine/blob/f059dc005842f76e052cdf44d8370c8c7ec475ac/src/scene/materials/standard-material-options.js#L10

The standard material options define a set of options used to control the shader frontend shader
generation, such as textures, tints and multipliers.

## Properties

### clearCoatGlossInvert

```ts
clearCoatGlossInvert: boolean = false
```

Invert the clearcoat gloss channel.

### clearCoatPackedNormal

```ts
clearCoatPackedNormal: boolean = false
```

If normal clear coat map contains X in RGB, Y in Alpha, and Z must be reconstructed.

### defines

```ts
defines: Map<string, string>
```

The set of defines used to generate the shader.

### forceUv1

```ts
forceUv1: boolean = false
```

If UV1 (second set of texture coordinates) is required in the shader. Will be declared as
"vUv1" and passed to the fragment shader.

### glossInvert

```ts
glossInvert: boolean = false
```

Invert the gloss channel.

### glossTint

```ts
glossTint: boolean = false
```

Defines if [StandardMaterial#gloss](https://api.playcanvas.com/engine/classes/StandardMaterial.md#gloss) constant should affect glossiness value.

### litOptions

```ts
litOptions: LitShaderOptions
```

Storage for the options for lit the shader and material.

### metalnessTint

```ts
metalnessTint: boolean = false
```

Defines if [StandardMaterial#metalness](https://api.playcanvas.com/engine/classes/StandardMaterial.md#metalness) constant should affect metalness value.

### normalDetailPackedNormal

```ts
normalDetailPackedNormal: boolean = false
```

If normal detail map contains X in RGB, Y in Alpha, and Z must be reconstructed.

### packedNormal

```ts
packedNormal: boolean = false
```

If normal map contains X in RGB, Y in Alpha, and Z must be reconstructed.

### sheenGlossInvert

```ts
sheenGlossInvert: boolean = false
```

Invert the sheen gloss channel.

### useAO

```ts
useAO: boolean = false
```

True to include AO variables even if AO is not used, which allows SSAO to be used in the lit shader.

### useInstanceLightMap

```ts
useInstanceLightMap: boolean = false
```

True if the lightmap comes from the mesh instance rather than from the material, and so is
sampled from the mesh instance's own texture slot. See [Lightmapper](https://api.playcanvas.com/engine/classes/Lightmapper.md).
