The cutoff threshold when alpha mode is set to "mask".
The base color of the material.
The camera used when rendering a mesh. If this value is not set, the main camera will be used by default.
Draw mode used to render a mesh.
The emissive color of the material.
The exposure (brightness) of the material.
The metalness of the material.
Sort type used to render a mesh. Transparent materials will be rendered after opaque materials.
The roughness of the material.
State used to render a mesh.
The alpha rendering mode of the material.
The alpha rendering mode of the material.
The base color texture.
The base color texture.
Blend mode used to render a mesh.
Blend mode used to render a mesh.
The debug rendering mode of the material.
The debug rendering mode of the material.
Value indicating if writing into the depth buffer is enabled or disabled. Depth mask feature is only available in PixiJS 6.0+ and won't have any effects in previous versions.
Value indicating if writing into the depth buffer is enabled or disabled. Depth mask feature is only available in PixiJS 6.0+ and won't have any effects in previous versions.
Value indicating if the material is double sided. When set to true, the culling state will be set to false.
Value indicating if the material is double sided. When set to true, the culling state will be set to false.
The emissive map texture.
The emissive map texture.
Lighting environment used when rendering a mesh. If this value is not set, the main lighting environment will be used by default.
Lighting environment used when rendering a mesh. If this value is not set, the main lighting environment will be used by default.
The metallic-roughness texture.
The metallic-roughness texture.
The normal map texture.
The normal map texture.
The occlusion map texture.
The occlusion map texture.
The shadow casting light of the material.
The shadow casting light of the material.
Value indicating if the material is unlit. If this value if set to true, all lighting is disabled and only the base color will be used.
Value indicating if the material is unlit. If this value if set to true, all lighting is disabled and only the base color will be used.
Creates a new instanced version of this material.
Creates a shader used to render the specified mesh.
Destroys the material and it's used resources.
Invalidates the shader so it can be rebuilt with the current features.
Renders the specified mesh.
Updates the uniforms for the specified shader.
Creates a new standard material from the specified source.
Source from which the material is created.
Creates a new material from the specified vertex/fragment source.
The vertex shader source.
The fragment shader source.
The function which will be called for updating the shader uniforms.
Generated using TypeDoc
The standard material is using Physically-Based Rendering (PBR) which makes it suitable to represent a wide range of different surfaces. It's the default material when loading models from file.