The cutoff threshold when alpha mode is set to "mask".
The base color of the material. Array containing RGBA values.
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. Array containing RGB values.
The exposure (brightness) of the material.
The metalness of the material.
Render type used to render a mesh. This will determine in which order the material is being rendered compared to other 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.
Value indicating if the material is double sided.
Value indicating if the material is double sided.
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.
Invalidates the shader so it can be rebuilt with the current features.
Creates a new standard material from the specified source.
Source from which the material is created.
Creates a standard material factory which can be used when loading models.
Properties to set on the material when created.
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.