Class MeshDepthMaterial

Materials describe the appearance of objects. They are defined in a (mostly) renderer-independent way, so you don't have to rewrite materials if you decide to use a different renderer.

Hierarchy

Constructors

Properties

alphaMap: Texture

Default

null

alphaTest: number

Sets the alpha value to be used when running an alpha test. Default is 0.

Default

0

alphaToCoverage: boolean

Enables alpha to coverage. Can only be used with MSAA-enabled rendering contexts.

Default

false

Blending destination. It's one of the blending mode constants defined in Three.js. Default is OneMinusSrcAlphaFactor.

Default

THREE.OneMinusSrcAlphaFactor

blendDstAlpha: number

The tranparency of the .blendDst. Default is null.

Default

null

blendEquation: BlendingEquation

Blending equation to use when applying blending. It's one of the constants defined in Three.js. Default is AddEquation.

Default

THREE.AddEquation

blendEquationAlpha: number

The tranparency of the .blendEquation. Default is null.

Default

null

Blending source. It's one of the blending mode constants defined in Three.js. Default is SrcAlphaFactor.

Default

THREE.SrcAlphaFactor

blendSrcAlpha: number

The tranparency of the .blendSrc. Default is null.

Default

null

blending: Blending

Which blending to use when displaying objects with this material. Default is NormalBlending.

Default

THREE.NormalBlending

clipIntersection: boolean

Changes the behavior of clipping planes so that only their intersection is clipped, rather than their union. Default is false.

Default

false

clipShadows: boolean

Defines whether to clip shadows according to the clipping planes specified on this material. Default is false.

Default

false

clippingPlanes: any

User-defined clipping planes specified as THREE.Plane objects in world space. These planes apply to the objects this material is attached to. Points in space whose signed distance to the plane is negative are clipped (not rendered). See the WebGL / clipping /intersection example. Default is null.

Default

null

colorWrite: boolean

Whether to render the material's color. This can be used in conjunction with a mesh's .renderOrder property to create invisible objects that occlude other objects. Default is true.

Default

true

defines: {
    [key: string]: any;
}

Custom defines to be injected into the shader. These are passed in form of an object literal, with key/value pairs. { MY_CUSTOM_DEFINE: '' , PI2: Math.PI * 2 }. The pairs are defined in both vertex and fragment shaders. Default is undefined.

Default

undefined

Type declaration

  • [key: string]: any
depthFunc: DepthModes

Which depth function to use. Default is LessEqualDepth. See the depth mode constants for all possible values.

Default

THREE.LessEqualDepth

Default

THREE.BasicDepthPacking

depthTest: boolean

Whether to have depth test enabled when rendering this material. Default is true.

Default

true

depthWrite: boolean

Whether rendering this material has any effect on the depth buffer. Default is true. When drawing 2D overlays it can be useful to disable the depth writing in order to layer several things together without creating z-index artifacts.

Default

true

displacementBias: number

Default

0

displacementMap: Texture

Default

null

displacementScale: number

Default

1

dithering: boolean

Whether to apply dithering to the color to remove the appearance of banding. Default is false.

Default

false

fog: boolean

Default

false

id: number

Unique number of this material instance.

isMaterial: true

Used to check whether this or derived classes are materials. Default is true. You should not change this, as it used internally for optimisation.

map: Texture

Default

null

name: string

Material name. Default is an empty string.

Default

''

needsUpdate: boolean

Specifies that the material needs to be updated, WebGL wise. Set it to true if you made changes that need to be reflected in WebGL. This property is automatically set to true when instancing a new material.

Default

false

opacity: number

Opacity. Default is 1.

Default

1

polygonOffset: boolean

Whether to use polygon offset. Default is false. This corresponds to the POLYGON_OFFSET_FILL WebGL feature.

Default

false

polygonOffsetFactor: number

Sets the polygon offset factor. Default is 0.

Default

0

polygonOffsetUnits: number

Sets the polygon offset units. Default is 0.

Default

0

precision: "highp" | "mediump" | "lowp"

Override the renderer's default precision for this material. Can be "highp", "mediump" or "lowp". Defaults is null.

Default

null

premultipliedAlpha: boolean

Whether to premultiply the alpha (transparency) value. See WebGL / Materials / Transparency for an example of the difference. Default is false.

Default

false

shadowSide: Side

Defines which of the face sides will cast shadows. Default is null. If null, the value is opposite that of side, above.

Default

null

side: Side

Defines which of the face sides will be rendered - front, back or both. Default is THREE.FrontSide. Other options are THREE.BackSide and THREE.DoubleSide.

Default

THREE.FrontSide

stencilFail: StencilOp

Which stencil operation to perform when the comparison function returns false. Default is KeepStencilOp. See the stencil operation constants for all possible values.

Default

THREE.KeepStencilOp

stencilFunc: StencilFunc

The stencil comparison function to use. Default is AlwaysStencilFunc. See stencil operation constants for all possible values.

Default

THREE.AlwaysStencilFunc

stencilFuncMask: number

The bit mask to use when comparing against the stencil buffer. Default is 0xFF.

Default

0xff

stencilRef: number

The value to use when performing stencil comparisons or stencil operations. Default is 0.

Default

0

stencilWrite: boolean

Whether rendering this material has any effect on the stencil buffer. Default is false.

Default

false

stencilWriteMask: number

The bit mask to use when writing to the stencil buffer. Default is 0xFF.

Default

0xff

stencilZFail: StencilOp

Which stencil operation to perform when the comparison function returns true but the depth test fails. Default is KeepStencilOp. See the stencil operation constants for all possible values.

Default

THREE.KeepStencilOp

stencilZPass: StencilOp

Which stencil operation to perform when the comparison function returns true and the depth test passes. Default is KeepStencilOp. See the stencil operation constants for all possible values.

Default

THREE.KeepStencilOp

toneMapped: boolean

Defines whether this material is tone mapped according to the renderer's toneMapping setting. Default is true.

Default

true

transparent: boolean

Defines whether this material is transparent. This has an effect on rendering as transparent objects need special treatment and are rendered after non-transparent objects. When set to true, the extent to which the material is transparent is controlled by setting it's .opacity property. Default is false.

Default

false

type: string

Default

'MeshDepthMaterial'

userData: any

An object that can be used to store custom data about the Material. It should not hold references to functions as these will not be cloned.

Default

uuid: string

UUID of this material instance. This gets automatically assigned, so this shouldn't be edited.

version: number

This starts at 0 and counts how many times .needsUpdate is set to true.

Default

0

vertexColors: boolean

Defines whether vertex coloring is used. Default is false.

Default

false

visible: boolean

Defines whether this material is visible. Default is true.

Default

true

wireframe: boolean

Default

false

wireframeLinewidth: number

Default

1

Methods

  • In case onBeforeCompile is used, this callback can be used to identify values of settings used in onBeforeCompile, so three.js can reuse a cached shader or recompile the shader as needed.

    Returns string

  • Fire an event type.

    Parameters

    Returns void

  • This disposes the material. Textures of a material don't get disposed. These needs to be disposed by Texture.

    Returns void

  • An optional callback that is executed immediately before the shader program is compiled. This function is called with the shader source code as a parameter. Useful for the modification of built-in materials.

    Parameters

    • shader: Shader

      Source code of the shader

    • renderer: WebGLRenderer

      WebGLRenderer Context that is initializing the material

    Returns void

  • Convert the material to three.js JSON format.

    Parameters

    • Optional meta: any

      Object containing metadata such as textures or images for the material.

    Returns any

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