Creates a new StandardMaterial.
The configuration options for the material.
Protected_Cached render manifest to avoid frequent allocations.
The alpha mask texture map.
Alpha cutoff threshold.
Ambient occlusion factor (0 to 1).
Ambient occlusion texture map.
Volumetric attenuation color.
Volumetric attenuation distance.
Clearcoat layer factor (0 to 1).
Clearcoat factor texture map.
Clearcoat normal map texture.
Clearcoat layer roughness (0 to 1).
Clearcoat roughness texture map.
The base color of the material.
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 diffuse texture map.
The emissive color.
The intensity of the emissive glow.
The emissive map texture.
The environment map for reflections.
Index of refraction.
Metallic factor (0 to 1).
The metallic map texture.
The normal map texture.
Scale factor for the normal map to control strength and flip X/Y.
How much of the planar reflection depends on view angle (0 = constant, 1 = pure Fresnel).
The planar reflection map.
The intensity of the planar reflection.
Roughness factor (0 to 1).
The roughness map texture.
Sheen color for cloth/velvet microfibers.
Sheen color texture map.
Sheen roughness factor (0 to 1).
Sheen roughness texture map.
Volumetric thickness.
Thickness texture map.
Time parameter for shader animations.
Specular transmission factor (0 to 1).
Transmission factor texture map.
Whether the material is transparent. Defaults to false.
ReadonlytypeThe type of the material.
The unique identifier of the material.
Static ReadonlyinspectorOwn fields on top of AbstractMaterial.inspector -- see 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.
Creates an independent copy of this material. Useful before mutating per-instance properties (e.g. an emissive hover glow) on a material that might be shared across multiple objects, where a direct mutation would visibly affect all of them at once.
Returns a manifest describing the requirements for rendering this material.
The render manifest.
A physically based rendering (PBR) material using the Metallic-Roughness workflow.