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rawShaderMaterial
Wiki » Internal Components » Materials » rawShaderMaterial
Creates a THREE.RawShaderMaterial.
This is very similar to ShaderMaterial, except that the vertex and fragment shader code will be exactly copied without any modifications.
string
: This decides which property of the mesh the material should be assigned to.
Defaults to material
. Other example values:
- customDepthMaterial
- customDistanceMaterial
- and so on
Default: 'material'
bool
one of [THREE.FrontSide, THREE.BackSide, THREE.DoubleSide]
Default: THREE.FrontSide
bool
Default: true
bool
Default: true
one of [THREE.NoBlending, THREE.NormalBlending, THREE.AdditiveBlending, THREE.SubtractiveBlending, THREE.MultiplyBlending, THREE.CustomBlending]
Default: THREE.NormalBlending
one of [THREE.NeverDepth, THREE.AlwaysDepth, THREE.LessDepth, THREE.LessEqualDepth, THREE.EqualDepth, THREE.GreaterEqualDepth, THREE.GreaterDepth, THREE.NotEqualDepth]
Default: THREE.LessEqualDepth
number
bool
Default: true
one of [THREE.NoColors, THREE.FaceColors, THREE.VertexColors]
Default: THREE.NoColors
string
: The vertex shader code.
string
: The fragment shader code.
any
: The uniforms to be used for the shader.
See THREE.ShaderMaterial#uniforms
bool
Default: false
number
Default: 1
string
: The resource id of this object, only used if it is placed into resources.
Default: ''
If you would like to set a texture as a map for this material, you can do this by declaring the texture within:
<...material>
<texture url={...} .../>
</...material>
This component can be added into <resources/>! See Resource Types for more information.
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