Protected_Cached render manifest to avoid frequent allocations.
The base color of the fluid.
The culling mode for this material. Defaults to BACK.
Whether the material performs depth testing. Defaults to true.
Whether the material writes to the depth buffer. Defaults to true.
The scale of the noise distortion.
The color of the edge intersection.
Glow color for opaque/emissive presets (lava).
Multiplier on emissiveColor.
The speed of the flow animation.
The noise texture.
Optional normal map.
The current time/frame for animation.
Whether the material is transparent. Defaults to false.
ReadonlytypeThe type of the material.
The unique identifier of the material.
The viscosity (controls wave properties).
Static ReadonlyinspectorFields common to every material, merged with a concrete subclass's own inspector map
(e.g. StandardMaterial's metallic/roughness) via collectInspectorSchema().
Protected_Helper to create a fully-populated base RenderManifest layout.
Protected_Helper to synchronize the base material state (color, culling, etc.) without allocating new objects.
Protected_Helper to synchronize texture offset and repeat from a given texture.
Returns an independent copy of this material (own uuid, own color/other value-type
fields) -- geometry-adjacent references like texture maps stay shared, since texture data is
immutable. Used by Object3D.clone() (Maker's Duplicate command) so a duplicated object's
material edits don't leak back onto the original.
Returns a manifest describing the requirements for rendering this material.
The render manifest.
Opaque, glowing molten-rock preset on FluidSurfaceMaterial -- see docs/adr/0013-unified-liquid-surface-material.md. A "flow family" sibling of OpenWaterMaterial/StylizedWaterMaterial (the "wave family"): same noise-driven flow mechanism, opaque and emissive instead of transparent and refractive.