Documentation / scene / EyeMaterial
Class: EyeMaterial
Defined in: libs/scene/src/material/eye.ts:53
Realtime eye material for realistic and semi-realistic characters.
Remarks
Shades the whole eyeball - sclera, limbus and iris - from a single mesh and a single material. There is no separate cornea layer: the corneal bulge is simulated by refracting the view ray and offsetting the iris lookup, so no transparent second surface, OIT or depth sorting is involved.
The refraction works in tangent space (per-fragment TBN) rather than object space, because the shader cannot reconstruct a fixed object-space gaze axis after skinning. The residual error over the sphere's curvature is small at the depths an iris actually sits.
Regions are derived analytically from the UV distance to the iris centre, so no mask texture is required - which is why the asset must place the iris at a known UV location; see EyeMaterial.irisCenter.
Expected asset setup:
- A single eyeball mesh (sphere or front dome) carrying normals and tangents; without tangents there is no TBN and refraction degrades to a flat iris.
- UVs that place the pupil centre at EyeMaterial.irisCenter, with the iris occupying a disc of EyeMaterial.irisRadius around it.
- An iris texture with the pupil at its centre. The sclera texture is optional; without one the sclera is shaded from EyeMaterial.scleraColor.
Extends
MeshMaterial<this> &object&TextureProp<"normal"> &object&object&object&object&TextureProp<"albedo"> &object&object&object&IMixinPBRBRDF&TextureProp<"iris"> &object&object&object&TextureProp<"sclera"> &object&object&object
Implements
Clonable<EyeMaterial>
Constructors
Constructor
new EyeMaterial():
EyeMaterial
Defined in: libs/scene/src/material/eye.ts:100
Returns
EyeMaterial
Overrides
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).constructor
Properties
normalTexture
normalTexture:
Texture2D<unknown>
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).normalTexture
normalTextureSampler
normalTextureSampler:
TextureSampler<unknown>
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).normalTextureSampler
normalTexCoordIndex
normalTexCoordIndex:
number
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).normalTexCoordIndex
normalTexCoordMatrix
normalTexCoordMatrix:
Matrix4x4
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).normalTexCoordMatrix
hasNormalTexture
hasNormalTexture: () =>
boolean
Returns
boolean
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).hasNormalTexture
getNormalTextureUniform
getNormalTextureUniform: (
scope) =>PBShaderExp
Parameters
scope
PBInsideFunctionScope
Returns
PBShaderExp
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).getNormalTextureUniform
getNormalTexCoord
getNormalTexCoord: (
scope) =>PBShaderExp
Parameters
scope
PBInsideFunctionScope
Returns
PBShaderExp
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).getNormalTexCoord
sampleNormalTexture
sampleNormalTexture: (
scope,texCoord?) =>PBShaderExp
Parameters
scope
PBInsideFunctionScope
texCoord?
PBShaderExp
Returns
PBShaderExp
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).sampleNormalTexture
albedoTexture
albedoTexture:
Texture2D<unknown>
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).albedoTexture
albedoTextureSampler
albedoTextureSampler:
TextureSampler<unknown>
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).albedoTextureSampler
albedoTexCoordIndex
albedoTexCoordIndex:
number
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).albedoTexCoordIndex
albedoTexCoordMatrix
albedoTexCoordMatrix:
Matrix4x4
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).albedoTexCoordMatrix
hasAlbedoTexture
hasAlbedoTexture: () =>
boolean
Returns
boolean
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).hasAlbedoTexture
getAlbedoTextureUniform
getAlbedoTextureUniform: (
scope) =>PBShaderExp
Parameters
scope
PBInsideFunctionScope
Returns
PBShaderExp
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).getAlbedoTextureUniform
getAlbedoTexCoord
getAlbedoTexCoord: (
scope) =>PBShaderExp
Parameters
scope
PBInsideFunctionScope
Returns
PBShaderExp
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).getAlbedoTexCoord
sampleAlbedoTexture
sampleAlbedoTexture: (
scope,texCoord?) =>PBShaderExp
Parameters
scope
PBInsideFunctionScope
texCoord?
PBShaderExp
Returns
PBShaderExp
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).sampleAlbedoTexture
irisTexture
irisTexture:
Texture2D<unknown>
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).irisTexture
irisTextureSampler
irisTextureSampler:
TextureSampler<unknown>
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).irisTextureSampler
irisTexCoordIndex
irisTexCoordIndex:
number
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).irisTexCoordIndex
irisTexCoordMatrix
irisTexCoordMatrix:
Matrix4x4
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).irisTexCoordMatrix
hasIrisTexture
hasIrisTexture: () =>
boolean
Returns
boolean
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).hasIrisTexture
getIrisTextureUniform
getIrisTextureUniform: (
scope) =>PBShaderExp
Parameters
scope
PBInsideFunctionScope
Returns
PBShaderExp
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).getIrisTextureUniform
getIrisTexCoord
getIrisTexCoord: (
scope) =>PBShaderExp
Parameters
scope
PBInsideFunctionScope
Returns
PBShaderExp
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).getIrisTexCoord
sampleIrisTexture
sampleIrisTexture: (
scope,texCoord?) =>PBShaderExp
Parameters
scope
PBInsideFunctionScope
texCoord?
PBShaderExp
Returns
PBShaderExp
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).sampleIrisTexture
scleraTexture
scleraTexture:
Texture2D<unknown>
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).scleraTexture
scleraTextureSampler
scleraTextureSampler:
TextureSampler<unknown>
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).scleraTextureSampler
scleraTexCoordIndex
scleraTexCoordIndex:
number
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).scleraTexCoordIndex
scleraTexCoordMatrix
scleraTexCoordMatrix:
Matrix4x4
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).scleraTexCoordMatrix
hasScleraTexture
hasScleraTexture: () =>
boolean
Returns
boolean
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).hasScleraTexture
getScleraTextureUniform
getScleraTextureUniform: (
scope) =>PBShaderExp
Parameters
scope
PBInsideFunctionScope
Returns
PBShaderExp
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).getScleraTextureUniform
getScleraTexCoord
getScleraTexCoord: (
scope) =>PBShaderExp
Parameters
scope
PBInsideFunctionScope
Returns
PBShaderExp
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).getScleraTexCoord
sampleScleraTexture
sampleScleraTexture: (
scope,texCoord?) =>PBShaderExp
Parameters
scope
PBInsideFunctionScope
texCoord?
PBShaderExp
Returns
PBShaderExp
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).sampleScleraTexture
albedoColor
albedoColor:
Vector4
Defined in: libs/scene/src/material/mixins/albedocolor.ts:16
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).albedoColor
normalScale
normalScale:
number
Defined in: libs/scene/src/material/mixins/lit.ts:23
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).normalScale
normalFlipY
normalFlipY:
boolean
Defined in: libs/scene/src/material/mixins/lit.ts:24
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).normalFlipY
normalMapMode
normalMapMode:
"tangent-space"|"object-space"
Defined in: libs/scene/src/material/mixins/lit.ts:25
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).normalMapMode
doubleSidedLighting
doubleSidedLighting:
boolean
Defined in: libs/scene/src/material/mixins/lit.ts:26
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).doubleSidedLighting
Accessors
disposed
Get Signature
get disposed():
boolean
Defined in: libs/base/dist/index.d.ts:6107
Returns
boolean
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).disposed
vertexNormal
Get Signature
get vertexNormal():
boolean
Defined in: libs/scene/src/material/eye.ts:182
true if vertex normal attribute presents
Returns
boolean
Set Signature
set vertexNormal(
val):void
Defined in: libs/scene/src/material/eye.ts:185
Parameters
val
boolean
Returns
void
vertexTangent
Get Signature
get vertexTangent():
boolean
Defined in: libs/scene/src/material/eye.ts:193
true if vertex tangent attribute presents. Refraction needs a tangent frame; without one the iris renders flat, with no parallax.
Returns
boolean
Set Signature
set vertexTangent(
val):void
Defined in: libs/scene/src/material/eye.ts:196
Parameters
val
boolean
Returns
void
irisCenter
Get Signature
get irisCenter():
Immutable<Vector4>
Defined in: libs/scene/src/material/eye.ts:201
UV coordinate of the pupil centre. Only xy is used.
Returns
Immutable<Vector4>
Set Signature
set irisCenter(
val):void
Defined in: libs/scene/src/material/eye.ts:204
Parameters
val
Immutable<Vector4>
Returns
void
irisRadius
Get Signature
get irisRadius():
number
Defined in: libs/scene/src/material/eye.ts:212
Iris disc radius, in UV units.
Returns
number
Set Signature
set irisRadius(
val):void
Defined in: libs/scene/src/material/eye.ts:215
Parameters
val
number
Returns
void
irisDepth
Get Signature
get irisDepth():
number
Defined in: libs/scene/src/material/eye.ts:227
Depth of the iris plane below the corneal surface, in UV units - the parallax strength. 0 is flat; 0.05-0.08 reads as a real anterior chamber.
Returns
number
Set Signature
set irisDepth(
val):void
Defined in: libs/scene/src/material/eye.ts:230
Parameters
val
number
Returns
void
ior
Get Signature
get ior():
number
Defined in: libs/scene/src/material/eye.ts:239
Index of refraction of the cornea. 1.376 is the physical value.
Returns
number
Set Signature
set ior(
val):void
Defined in: libs/scene/src/material/eye.ts:242
Parameters
val
number
Returns
void
pupilRadius
Get Signature
get pupilRadius():
number
Defined in: libs/scene/src/material/eye.ts:251
Pupil radius as a fraction of the iris radius, at zero dilation.
Returns
number
Set Signature
set pupilRadius(
val):void
Defined in: libs/scene/src/material/eye.ts:254
Parameters
val
number
Returns
void
pupilDilation
Get Signature
get pupilDilation():
number
Defined in: libs/scene/src/material/eye.ts:263
Pupil dilation, -1 (fully constricted) to 1 (fully dilated). Animatable.
Returns
number
Set Signature
set pupilDilation(
val):void
Defined in: libs/scene/src/material/eye.ts:266
Parameters
val
number
Returns
void
irisColor
Get Signature
get irisColor():
Immutable<Vector4>
Defined in: libs/scene/src/material/eye.ts:275
Tint multiplied over the iris texture.
Returns
Immutable<Vector4>
Set Signature
set irisColor(
val):void
Defined in: libs/scene/src/material/eye.ts:278
Parameters
val
Immutable<Vector4>
Returns
void
irisBrightness
Get Signature
get irisBrightness():
number
Defined in: libs/scene/src/material/eye.ts:286
Fake internal scattering that keeps the iris from going black in shadow.
Returns
number
Set Signature
set irisBrightness(
val):void
Defined in: libs/scene/src/material/eye.ts:289
Parameters
val
number
Returns
void
limbalRingWidth
Get Signature
get limbalRingWidth():
number
Defined in: libs/scene/src/material/eye.ts:302
Width of the dark ring at the iris edge, as a fraction of EyeMaterial.irisRadius - relative, so resizing the iris keeps the ring in proportion.
Returns
number
Set Signature
set limbalRingWidth(
val):void
Defined in: libs/scene/src/material/eye.ts:305
Parameters
val
number
Returns
void
limbalRingStrength
Get Signature
get limbalRingStrength():
number
Defined in: libs/scene/src/material/eye.ts:314
How dark the limbal ring gets. 0 disables it.
Returns
number
Set Signature
set limbalRingStrength(
val):void
Defined in: libs/scene/src/material/eye.ts:317
Parameters
val
number
Returns
void
scleraColor
Get Signature
get scleraColor():
Immutable<Vector4>
Defined in: libs/scene/src/material/eye.ts:326
Base sclera colour. Pure white reads as plastic; keep it slightly warm.
Returns
Immutable<Vector4>
Set Signature
set scleraColor(
val):void
Defined in: libs/scene/src/material/eye.ts:329
Parameters
val
Immutable<Vector4>
Returns
void
scleraWrap
Get Signature
get scleraWrap():
number
Defined in: libs/scene/src/material/eye.ts:337
Diffuse wrap for the sclera, standing in for its subsurface softness.
Returns
number
Set Signature
set scleraWrap(
val):void
Defined in: libs/scene/src/material/eye.ts:340
Parameters
val
number
Returns
void
scleraEdgeTint
Get Signature
get scleraEdgeTint():
Immutable<Vector4>
Defined in: libs/scene/src/material/eye.ts:349
Colour bled into the sclera away from the iris, standing in for vasculature.
Returns
Immutable<Vector4>
Set Signature
set scleraEdgeTint(
val):void
Defined in: libs/scene/src/material/eye.ts:352
Parameters
val
Immutable<Vector4>
Returns
void
corneaSpecularStrength
Get Signature
get corneaSpecularStrength():
number
Defined in: libs/scene/src/material/eye.ts:360
Strength of the corneal highlight - the main cue that an eye is wet.
Returns
number
Set Signature
set corneaSpecularStrength(
val):void
Defined in: libs/scene/src/material/eye.ts:363
Parameters
val
number
Returns
void
corneaRoughness
Get Signature
get corneaRoughness():
number
Defined in: libs/scene/src/material/eye.ts:372
Corneal roughness. Keep it very low; the cornea is close to a mirror.
Returns
number
Set Signature
set corneaRoughness(
val):void
Defined in: libs/scene/src/material/eye.ts:375
Parameters
val
number
Returns
void
socketOcclusion
Get Signature
get socketOcclusion():
boolean
Defined in: libs/scene/src/material/eye.ts:397
Enables eye-socket occlusion - the soft shadowing of the eyeball by the eyelids and socket.
Remarks
Analytic: an asymmetric aperture defined by EyeMaterial.upperLidAngle and EyeMaterial.lowerLidAngle around an axis fixed in the eyeball mesh's object space (rotatable via EyeMaterial.socketRotation). Darkens ambient diffuse, ambient specular and direct lights outside the aperture; no mask texture, extra pass or per-frame scripting. Object space means the frame follows skinning and node motion automatically, and vertical gaze drags the occlusion with the eye - approximating how real upper lids follow it.
Returns
boolean
Set Signature
set socketOcclusion(
val):void
Defined in: libs/scene/src/material/eye.ts:400
Parameters
val
boolean
Returns
void
socketRotation
Get Signature
get socketRotation():
Immutable<Vector4>
Defined in: libs/scene/src/material/eye.ts:410
Euler rotation (degrees, xyz) applied to the canonical socket frame. At (0, 0, 0) the frame matches the documented asset convention: +Y towards the upper lid, +Z along the gaze. Angles rather than unit vectors because angles are the inspector-editable form.
Returns
Immutable<Vector4>
Set Signature
set socketRotation(
val):void
Defined in: libs/scene/src/material/eye.ts:413
Parameters
val
Immutable<Vector4>
Returns
void
upperLidAngle
Get Signature
get upperLidAngle():
number
Defined in: libs/scene/src/material/eye.ts:422
Aperture half-angle towards the upper lid, in degrees from the socket up axis.
Returns
number
Set Signature
set upperLidAngle(
val):void
Defined in: libs/scene/src/material/eye.ts:425
Parameters
val
number
Returns
void
lowerLidAngle
Get Signature
get lowerLidAngle():
number
Defined in: libs/scene/src/material/eye.ts:438
Aperture half-angle towards the lower lid, in degrees. Defaults wider than EyeMaterial.upperLidAngle; that asymmetry is what makes the occlusion read as an eye socket.
Returns
number
Set Signature
set lowerLidAngle(
val):void
Defined in: libs/scene/src/material/eye.ts:441
Parameters
val
number
Returns
void
socketOcclusionSoftness
Get Signature
get socketOcclusionSoftness():
number
Defined in: libs/scene/src/material/eye.ts:450
Width of the lit-to-shadowed transition, in degrees.
Returns
number
Set Signature
set socketOcclusionSoftness(
val):void
Defined in: libs/scene/src/material/eye.ts:453
Parameters
val
number
Returns
void
socketOcclusionStrength
Get Signature
get socketOcclusionStrength():
number
Defined in: libs/scene/src/material/eye.ts:462
Overall socket occlusion strength, 0 to 1.
Returns
number
Set Signature
set socketOcclusionStrength(
val):void
Defined in: libs/scene/src/material/eye.ts:465
Parameters
val
number
Returns
void
contactAO
Get Signature
get contactAO():
boolean
Defined in: libs/scene/src/material/eye.ts:488
Enables screen-space contact occlusion of the eyeball by whatever sits in front of it - in practice the eyelid margin and the lashes.
Remarks
Complements EyeMaterial.socketOcclusion: the socket aperture is an analytic model of the lids, while this term reads the depth prepass and so follows the real lid mesh - blinks, asymmetry and all. Dims the ambient terms and the diffuse response of direct lights (whose shadow maps cannot resolve the millimetre lid gap); direct specular is left untouched so the corneal highlight survives.
Requires a depth prepass. Forward+ always runs one; where none is bound the term silently resolves to no occlusion.
Returns
boolean
Set Signature
set contactAO(
val):void
Defined in: libs/scene/src/material/eye.ts:491
Parameters
val
boolean
Returns
void
contactAORadius
Get Signature
get contactAORadius():
number
Defined in: libs/scene/src/material/eye.ts:500
Radius of the contact occlusion disc, in world units - how far from the lid the darkening reaches. Rescale for assets not authored at one unit per metre; roughly half the eyeball radius is a good starting point.
Returns
number
Set Signature
set contactAORadius(
val):void
Defined in: libs/scene/src/material/eye.ts:503
Parameters
val
number
Returns
void
contactAOMinDistance
Get Signature
get contactAOMinDistance():
number
Defined in: libs/scene/src/material/eye.ts:517
Smallest depth step that counts as an occluder, in world units. Raise it until the eyeball stops shading itself. Compared against the eyeball's own tangent plane rather than raw depth, so only residual curvature - not view-dependent slope - has to clear it.
Returns
number
Set Signature
set contactAOMinDistance(
val):void
Defined in: libs/scene/src/material/eye.ts:520
Parameters
val
number
Returns
void
contactAOMaxDistance
Get Signature
get contactAOMaxDistance():
number
Defined in: libs/scene/src/material/eye.ts:535
Largest depth step that counts as an occluder, in world units. Anything further in front is unrelated geometry overlapping the eye on screen and must not paint a shadow onto it - keep it at the order of the lid gap. Forced to at least 4x EyeMaterial.contactAOMinDistance on upload so the two smoothstep ramps cannot cross.
Returns
number
Set Signature
set contactAOMaxDistance(
val):void
Defined in: libs/scene/src/material/eye.ts:538
Parameters
val
number
Returns
void
contactAOStrength
Get Signature
get contactAOStrength():
number
Defined in: libs/scene/src/material/eye.ts:550
Overall contact occlusion strength, 0 to 1. Calibrated so that 1 drives the ambient terms to zero right at the contact line.
Returns
number
Set Signature
set contactAOStrength(
val):void
Defined in: libs/scene/src/material/eye.ts:553
Parameters
val
number
Returns
void
contactAOTemporalJitter
Get Signature
get contactAOTemporalJitter():
boolean
Defined in: libs/scene/src/material/eye.ts:567
Advances the contact-occlusion noise pattern every frame so TAA can integrate the grain away. Opt-in: without a temporal accumulator the advancing pattern reads as flicker, worse than the static grain it replaces. Enable it if and only if the pipeline resolves temporally.
Returns
boolean
Set Signature
set contactAOTemporalJitter(
val):void
Defined in: libs/scene/src/material/eye.ts:570
Parameters
val
boolean
Returns
void
changeTag
Get Signature
get changeTag():
number
Defined in: libs/scene/src/material/material.ts:173
Incremented when the material’s GPU-relevant state changes and render bundles may need to be rebuilt.
Returns
number
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).changeTag
instanceId
Get Signature
get instanceId():
number
Defined in: libs/scene/src/material/material.ts:179
Runtime-unique numeric identifier for the material instance.
Returns
number
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).instanceId
numPasses
Get Signature
get numPasses():
number
Defined in: libs/scene/src/material/material.ts:189
Number of rendering passes this material uses.
Increasing this will expand the per-pass hash cache; make sure to implement createHash(pass), _createProgram(pb, ctx, pass), and updateRenderStates(pass, ...) accordingly for each pass.
Returns
number
Set Signature
set numPasses(
val):void
Defined in: libs/scene/src/material/material.ts:192
Parameters
val
number
Returns
void
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).numPasses
coreMaterial
Get Signature
get coreMaterial():
this
Defined in: libs/scene/src/material/material.ts:283
Returns the core material that owns GPU state.
Instances may delegate to a shared core to reuse compiled programs and caches.
Returns
this
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).coreMaterial
drawContext
Get Signature
get drawContext():
DrawContext
Defined in: libs/scene/src/material/meshmaterial.ts:514
Draw context captured during program creation, available inside shader hooks.
Returns
The last DrawContext used to build or apply this material.
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).drawContext
pass
Get Signature
get pass():
number
Defined in: libs/scene/src/material/meshmaterial.ts:523
Current material pass index during program building. Typically used inside shader hooks to select per-pass logic.
Returns
number
The active pass index while building the program, or -1 when idle.
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).pass
alphaCutoff
Get Signature
get alphaCutoff():
number
Defined in: libs/scene/src/material/meshmaterial.ts:532
Alpha test cutoff in [0, 1].
- 0 disables alpha testing.
- > 0 discards fragments with alpha < cutoff. Changing this marks uniforms dirty (no shader rebuild).
Returns
number
Set Signature
set alphaCutoff(
val):void
Defined in: libs/scene/src/material/meshmaterial.ts:535
Parameters
val
number
Returns
void
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).alphaCutoff
alphaDither
Get Signature
get alphaDither():
boolean
Defined in: libs/scene/src/material/meshmaterial.ts:547
Whether alpha clipping uses frame-varying dither coverage.
- Effective only when alpha cutoff is enabled.
- Intended for masked materials (blendMode='none') to emulate soft transparency with TAA.
Returns
boolean
Set Signature
set alphaDither(
val):void
Defined in: libs/scene/src/material/meshmaterial.ts:550
Parameters
val
boolean
Returns
void
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).alphaDither
TAADisabled
Get Signature
get TAADisabled():
boolean
Defined in: libs/scene/src/material/meshmaterial.ts:561
Whether TAA is disabled for this material.
- When true, motion vectors encode a large sentinel to skip TAA accumulation.
- Managed via an internal feature toggle.
Returns
boolean
Set Signature
set TAADisabled(
val):void
Defined in: libs/scene/src/material/meshmaterial.ts:564
Parameters
val
boolean
Returns
void
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).TAADisabled
transparentMotionVector
Get Signature
get transparentMotionVector():
boolean
Defined in: libs/scene/src/material/meshmaterial.ts:581
Whether a blended material contributes motion vectors.
Remarks
Off by default, and only meaningful with blendMode !== 'none': blended geometry is normally absent from the prepass, so it writes no velocity and a temporal filter reprojects it with whatever is behind it. Turning this on adds it to a motion-vector-only pass over the transparent queue.
Right for geometry that is dense enough to own its pixels - hair, foliage cards - where one velocity per pixel is a fair summary. Wrong for genuinely see-through surfaces such as glass, where the background's own velocity is the one that should survive, which is why this is opt-in.
Returns
boolean
Set Signature
set transparentMotionVector(
val):void
Defined in: libs/scene/src/material/meshmaterial.ts:584
Parameters
val
boolean
Returns
void
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).transparentMotionVector
TAAStrength
Get Signature
get TAAStrength():
number
Defined in: libs/scene/src/material/meshmaterial.ts:592
TAA strength in [0, 1].
- Higher values generally imply stronger accumulation.
- The value is mapped when writing motion-vector outputs during depth pass.
Returns
number
Set Signature
set TAAStrength(
val):void
Defined in: libs/scene/src/material/meshmaterial.ts:595
Parameters
val
number
Returns
void
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).TAAStrength
alphaToCoverage
Get Signature
get alphaToCoverage():
boolean
Defined in: libs/scene/src/material/meshmaterial.ts:607
Alpha-to-coverage toggle.
- Useful to approximate transparency for MSAA targets.
- Managed as a shader feature; toggling rebuilds variants.
Returns
boolean
Set Signature
set alphaToCoverage(
val):void
Defined in: libs/scene/src/material/meshmaterial.ts:610
Parameters
val
boolean
Returns
void
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).alphaToCoverage
blendMode
Get Signature
get blendMode():
BlendMode
Defined in: libs/scene/src/material/meshmaterial.ts:618
Blending mode of this material.
- 'none' for opaque, 'blend' for standard alpha, 'additive' for emissive FX.
- Changing the mode toggles an internal feature and rebuilds variants.
Returns
Set Signature
set blendMode(
val):void
Defined in: libs/scene/src/material/meshmaterial.ts:621
Parameters
val
Returns
void
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).blendMode
transparentShadowCaster
Get Signature
get transparentShadowCaster():
boolean
Defined in: libs/scene/src/material/meshmaterial.ts:632
Whether transparent visible materials cast shadow through a masked shadow-only path.
- Visible rendering stays blended.
- Shadow-map rendering is treated like a cutout material using
shadowAlphaCutoff.
Returns
boolean
Set Signature
set transparentShadowCaster(
val):void
Defined in: libs/scene/src/material/meshmaterial.ts:635
Parameters
val
boolean
Returns
void
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).transparentShadowCaster
shadowAlphaCutoff
Get Signature
get shadowAlphaCutoff():
number
Defined in: libs/scene/src/material/meshmaterial.ts:644
Alpha cutoff used by the shadow-only masked caster path.
Returns
number
Set Signature
set shadowAlphaCutoff(
val):void
Defined in: libs/scene/src/material/meshmaterial.ts:647
Parameters
val
number
Returns
void
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).shadowAlphaCutoff
cullMode
Get Signature
get cullMode():
FaceMode
Defined in: libs/scene/src/material/meshmaterial.ts:658
Face culling mode: 'none' | 'front' | 'back'.
- Does not force shader rebuild; affects rasterizer state.
Returns
FaceMode
Set Signature
set cullMode(
val):void
Defined in: libs/scene/src/material/meshmaterial.ts:661
Parameters
val
FaceMode
Returns
void
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).cullMode
opacity
Get Signature
get opacity():
number
Defined in: libs/scene/src/material/meshmaterial.ts:671
Material opacity in [0, 1].
- Used in transparent passes. Changing marks uniforms dirty only.
Returns
number
Set Signature
set opacity(
val):void
Defined in: libs/scene/src/material/meshmaterial.ts:674
Parameters
val
number
Returns
void
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).opacity
objectColor
Get Signature
get objectColor():
Immutable<Vector4>
Defined in: libs/scene/src/material/meshmaterial.ts:685
Per-object color used for GPU picking/object-ID pass.
- Changing marks uniforms dirty only.
Returns
Immutable<Vector4>
Set Signature
set objectColor(
val):void
Defined in: libs/scene/src/material/meshmaterial.ts:688
Parameters
val
Immutable<Vector4>
Returns
void
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).objectColor
Methods
on()
on<
K>(type,listener,context?):void
Defined in: libs/base/dist/index.d.ts:630
IEventTarget.on
Type Parameters
K
K extends "dispose"
Parameters
type
K
listener
EventListener<{ dispose: []; }, K>
context?
unknown
Returns
void
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).on
once()
once<
K>(type,listener,context?):void
Defined in: libs/base/dist/index.d.ts:634
IEventTarget.once
Type Parameters
K
K extends "dispose"
Parameters
type
K
listener
EventListener<{ dispose: []; }, K>
context?
unknown
Returns
void
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).once
off()
off<
K>(type,listener?,context?):void
Defined in: libs/base/dist/index.d.ts:638
IEventTarget.off
Type Parameters
K
K extends "dispose"
Parameters
type
K
listener?
EventListener<{ dispose: []; }>
context?
unknown
Returns
void
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).off
dispatchEvent()
dispatchEvent<
K>(type, ...args):void
Defined in: libs/base/dist/index.d.ts:642
IEventTarget.dispatchEvent
Type Parameters
K
K extends "dispose"
Parameters
type
K
args
...object[K]
Returns
void
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).dispatchEvent
dispose()
dispose():
void
Defined in: libs/base/dist/index.d.ts:6108
Returns
void
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).dispose
clone()
clone():
EyeMaterial
Defined in: libs/scene/src/material/eye.ts:142
Create a shallow clone of this material. Subclasses should override to copy custom fields.
Returns
EyeMaterial
Implementation of
Clonable.clone
Overrides
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).clone
copyFrom()
copyFrom(
other):void
Defined in: libs/scene/src/material/eye.ts:148
Copy common MeshMaterial properties from another material. Call super.copyFrom(other) first when overriding in subclasses.
Parameters
other
this
Source material.
Returns
void
Overrides
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).copyFrom
vertexShader()
vertexShader(
scope):void
Defined in: libs/scene/src/material/eye.ts:593
Vertex shader hook. Prepares common inputs (skin/morph/instancing), varyings, and pass-dependent outputs. Override to implement per-vertex logic; use ShaderHelper as needed.
Parameters
scope
PBFunctionScope
Vertex shader function scope.
Returns
void
void
Overrides
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).vertexShader
fragmentShader()
fragmentShader(
scope):void
Defined in: libs/scene/src/material/eye.ts:884
Fragment shader hook. Declares pass-dependent uniforms (e.g., opacity, objectColor, alphaCutoff). Override to implement per-fragment logic, and call outputFragmentColor to finalize writes.
Parameters
scope
PBFunctionScope
Fragment shader function scope.
Returns
void
void
Overrides
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).fragmentShader
applyUniformValues()
applyUniformValues(
bindGroup,ctx,pass):void
Defined in: libs/scene/src/material/eye.ts:1127
Submit material uniforms/resources to the material bind group (set 2). Handles alpha cutoff, opacity (non-instanced transparent), OIT, object color, and TAA strength.
Parameters
bindGroup
BindGroup
The material bind group to write into.
ctx
Current draw context.
pass
number
Current material pass index.
Returns
void
void
Overrides
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).applyUniformValues
getNumPassesForRender()
protectedgetNumPassesForRender(_ctx):number
Defined in: libs/scene/src/material/material.ts:205
Get the number of passes this material will render for the given draw context.
Default returns numPasses. Subclasses may override to skip passes based on context flags.
Parameters
_ctx
Draw context (device, flags, pass hash, instance data, etc.).
Returns
number
Number of passes to render for this context.
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).getNumPassesForRender
supportInstancing()
supportInstancing():
boolean
Defined in: libs/scene/src/material/material.ts:249
Whether this material supports hardware instancing.
Override and return false if per-instance data is not supported in the shader.
Returns
boolean
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).supportInstancing
isBatchable()
isBatchable():
boolean
Defined in: libs/scene/src/material/material.ts:253
Returns true if this is a instance of material
Returns
boolean
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).isBatchable
needSceneColor()
needSceneColor():
boolean
Defined in: libs/scene/src/material/material.ts:260
Whether this material requires the scene color texture (e.g., for refraction).
Returns
boolean
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).needSceneColor
needSceneDepth()
needSceneDepth():
boolean
Defined in: libs/scene/src/material/material.ts:266
Whether this material requires the linear scene depth texture (e.g., for depth-aware effects).
Returns
boolean
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).needSceneDepth
applyUniforms()
applyUniforms(
bindGroup,ctx,needUpdate,pass):void
Defined in: libs/scene/src/material/material.ts:450
Conditionally update uniforms/resources into the material bind group.
Delegates to _applyUniforms() when needUpdate is true (based on _optionTag check).
Parameters
bindGroup
BindGroup
Material bind group at index 2 (may be null if program has no layout).
ctx
Draw context.
needUpdate
boolean
Whether uniforms need to be refreshed.
pass
number
Pass index.
Returns
void
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).applyUniforms
clearCache()
clearCache():
void
Defined in: libs/scene/src/material/material.ts:475
Returns
void
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).clearCache
passToHash()
passToHash(
pass):string
Defined in: libs/scene/src/material/material.ts:503
Convert a pass index to a hash seed string.
Subclasses may override to encode per-pass role (e.g., "depth", "forward", "shadow").
Parameters
pass
number
Pass number.
Returns
string
String used when building full hash.
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).passToHash
drawPrimitive()
drawPrimitive(
pass,primitive,ctx,numInstances):void
Defined in: libs/scene/src/material/material.ts:531
Issue the actual draw call for a pass.
Override for custom per-pass draw behavior if necessary. The default implementation:
- Draws instanced if
numInstances > 0. - Else uses
ctx.instanceData.numInstancesif available. - Else issues a non-instanced draw.
Parameters
pass
number
Pass number.
primitive
Primitive to draw.
ctx
Draw context.
numInstances
number
Explicit instance count (0 = auto).
Returns
void
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).drawPrimitive
onDispose()
protectedonDispose():void
Defined in: libs/scene/src/material/material.ts:546
Dispose the material and release GPU-side resource references.
- Unregisters from the global registry.
- Disposes the per-material bind groups kept in
_states.
Returns
void
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).onDispose
apply()
apply(
ctx):boolean
Defined in: libs/scene/src/material/meshmaterial.ts:243
Capture the active draw context for both cached and freshly-built program paths.
The shader-building hooks access this.drawContext, but uniform application may also consult it on subsequent frames when the GPU program is reused from cache. Updating it here keeps material mixins in sync even when createProgram() is skipped.
Parameters
ctx
Current draw context.
Returns
boolean
Whether material preparation succeeded.
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).apply
uniformChanged()
uniformChanged():
void
Defined in: libs/scene/src/material/meshmaterial.ts:252
Mark uniform-only changes so uniforms are re-uploaded on next apply, without rebuilding shader programs.
Returns
void
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).uniformChanged
defineFeature()
staticdefineFeature():number
Defined in: libs/scene/src/material/meshmaterial.ts:259
Define a new feature bit/index for shader variants. Subclasses may use this to add their own switches.
Returns
number
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).defineFeature
defineInstanceUniform()
staticdefineInstanceUniform(prop,type,name?):number
Defined in: libs/scene/src/material/meshmaterial.ts:292
Define a per-instance uniform for this class.
Returns a compact index encoding the vector index and component offset, which can be used in shader code via getInstancedUniform(...).
Parameters
prop
string
Property name exposed on instances.
type
Uniform data type.
name?
string = ''
Returns
number
Encoded index for use in getInstancedUniform.
Throws
If the property is already defined or type is invalid.
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).defineInstanceUniform
getInstancedUniform()
getInstancedUniform(
scope,uniformIndex):PBShaderExp
Defined in: libs/scene/src/material/meshmaterial.ts:333
Read an encoded per-instance uniform in shader code.
Encoded index packs: vector index, component offset, and component count.
Parameters
scope
PBInsideFunctionScope
Inside-function shader scope.
uniformIndex
number
Encoded index from defineInstanceUniform.
Returns
PBShaderExp
The shader expression reading the selected components.
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).getInstancedUniform
getInstancedUniforms()
getInstancedUniforms():
object[]
Defined in: libs/scene/src/material/meshmaterial.ts:355
Get the list of per-instance uniforms for this material class.
Returns
object[]
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).getInstancedUniforms
createInstance()
createInstance():
this
Defined in: libs/scene/src/material/meshmaterial.ts:370
Create a material instance (preferred for GPU instancing).
- On WebGL1 (or when instancing unsupported), falls back to cloning.
- Otherwise, returns a proxy instance that shares GPU programs and stores per-instance uniforms in a compact Float32Array.
The returned instance:
- Exposes properties defined by
defineInstanceUniformwith getter/setter that read/write the packed buffer and notifyRenderBundleWrapper. - Delegates methods to the core material via prototype chain.
Returns
this
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).createInstance
supportLighting()
supportLighting():
boolean
Defined in: libs/scene/src/material/meshmaterial.ts:700
Whether this material responds to scene lighting. Override to return false for unlit materials.
Returns
boolean
True if lighting affects this material; otherwise false.
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).supportLighting
getEffectiveBlendMode()
protectedgetEffectiveBlendMode(pass,ctx?):BlendMode
Defined in: libs/scene/src/material/meshmaterial.ts:707
Returns the effective blend mode for the current pass. Transparent-shadow-caster materials stay blended in visible passes, but become masked in shadow passes.
Parameters
pass
number
ctx?
Returns
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).getEffectiveBlendMode
getActiveAlphaCutoff()
protectedgetActiveAlphaCutoff(ctx?,pass?):number
Defined in: libs/scene/src/material/meshmaterial.ts:736
Returns the alpha cutoff that should be used for the current pass.
Parameters
ctx?
pass?
number = ...
Returns
number
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).getActiveAlphaCutoff
useTransparentShadowCaster()
useTransparentShadowCaster(
ctx?,_pass?):boolean
Defined in: libs/scene/src/material/meshmaterial.ts:742
Whether the current pass should use the shadow-only masked caster path.
Parameters
ctx?
_pass?
number = ...
Returns
boolean
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).useTransparentShadowCaster
useTransparentShadowCasterForPass()
useTransparentShadowCasterForPass(
renderPassType?):boolean
Defined in: libs/scene/src/material/meshmaterial.ts:748
Whether the specified render pass type should reinterpret this transparent material as a masked shadow caster.
Parameters
renderPassType?
number
Returns
boolean
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).useTransparentShadowCasterForPass
usesAlphaCutoff()
protectedusesAlphaCutoff(ctx,pass):boolean
Defined in: libs/scene/src/material/meshmaterial.ts:758
Whether this pass needs an alpha-cutoff uniform bound.
Parameters
ctx
pass
number
Returns
boolean
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).usesAlphaCutoff
needFragmentColorInput()
needFragmentColorInput(
ctx?):boolean
Defined in: libs/scene/src/material/meshmaterial.ts:766
Whether this pass needs fragment color inputs. This stays aligned with the historical meaning of needFragmentColor, but also allows shadow-only transparent casters to fetch alpha sources.
Parameters
ctx?
Returns
boolean
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).needFragmentColorInput
updateRenderStates()
protectedupdateRenderStates(pass,stateSet,ctx):void
Defined in: libs/scene/src/material/meshmaterial.ts:779
Update render states per pass and draw context. Sets blending, alpha-to-coverage, depth test/write, cull mode, color mask, and cooperates with OIT.
Parameters
pass
number
Current material pass index.
stateSet
RenderStateSet
Render state set to update.
ctx
Current draw context.
Returns
void
void
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).updateRenderStates
getQueueType()
getQueueType():
number
Defined in: libs/scene/src/material/meshmaterial.ts:893
Determine the render queue for this material. Transparent materials are queued as QUEUE_TRANSPARENT, otherwise QUEUE_OPAQUE.
Returns
number
The queue type constant.
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).getQueueType
isTransparentPass()
isTransparentPass(
pass,ctx?):boolean
Defined in: libs/scene/src/material/meshmaterial.ts:903
Whether the given pass is transparent. Default returns true when blendMode !== 'none'.
Parameters
pass
number
Material pass index.
ctx?
Returns
boolean
True if the pass is transparent; otherwise false.
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).isTransparentPass
featureUsed()
featureUsed<
T>(feature):T
Defined in: libs/scene/src/material/meshmaterial.ts:930
Query a feature flag’s current value.
Type Parameters
T
T = unknown
Expected value type.
Parameters
feature
number
The feature index.
Returns
T
The current value for the feature, typed as T.
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).featureUsed
useFeature()
useFeature(
feature,use):void
Defined in: libs/scene/src/material/meshmaterial.ts:941
Enable or disable a feature and trigger variant rebuild when changed. Calls optionChanged(true) internally on change.
Parameters
feature
number
The feature index to set.
use
unknown
The new feature value (typed by convention).
Returns
void
void
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).useFeature
isMaterialTextureEnabled()
protectedisMaterialTextureEnabled(_name):boolean
Defined in: libs/scene/src/material/meshmaterial.ts:972
Parameters
_name
string
Returns
boolean
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).isMaterialTextureEnabled
needFragmentColor()
needFragmentColor(
ctx?):boolean
Defined in: libs/scene/src/material/meshmaterial.ts:983
Whether the fragment shader needs to compute color. Returns true for LIGHT pass, or when alpha test or alpha-to-coverage is enabled. Override if the material writes color in other passes.
Parameters
ctx?
Optional draw context; defaults to the last captured drawContext.
Returns
boolean
True if fragment color computation is needed; otherwise false.
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).needFragmentColor
outputFragmentColor()
outputFragmentColor(
scope,worldPos,color,ssrRoughness?,ssrNormal?,sssProfile?,sssParams?,sssDiffuse?,sssTransmission?,sssProfileEnabled?,skinSSS?):void
Defined in: libs/scene/src/material/meshmaterial.ts:1139
Centralized final color write and per-pass output composition.
Behavior by pass:
- LIGHT: clipping, alpha handling, optional OIT integration, fog application, color output encoding.
- DEPTH: encoded depth; optional motion vectors (TAA enabled/disabled handling).
- OBJECT_COLOR: object color and distance output (linear depth or world-pos + distance).
- SHADOWMAP: writes shadow depth via light’s shadow implementation.
Also writes SSR roughness/normal buffers when requested via material flags.
Parameters
scope
PBInsideFunctionScope
Inside-function shader scope.
worldPos
PBShaderExp
Fragment world-space position expression.
color
PBShaderExp
Lit fragment color expression; may be undefined for depth-only paths.
ssrRoughness?
PBShaderExp
Optional SSR roughness output expression.
ssrNormal?
PBShaderExp
Optional SSR normal output expression.
sssProfile?
PBShaderExp
Optional SSS profile output expression.
sssParams?
PBShaderExp
Optional SSS packed params output expression.
sssDiffuse?
PBShaderExp
Optional diffuse-only lighting color for SSS composition.
sssTransmission?
PBShaderExp
Optional thin-shell transmission lighting color for SSS composition.
sssProfileEnabled?
boolean = false
True only when this material should write SSS profile data.
skinSSS?
PBShaderExp
Returns
void
void
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).outputFragmentColor
calculateAlbedoColor()
calculateAlbedoColor(
scope,uv?):PBShaderExp
Defined in: libs/scene/src/material/mixins/albedocolor.ts:17
Parameters
scope
PBInsideFunctionScope
uv?
PBShaderExp
Returns
PBShaderExp
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).calculateAlbedoColor
receivesWaterCaustics()
receivesWaterCaustics():
boolean
Defined in: libs/scene/src/material/mixins/lit.ts:27
Returns
boolean
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).receivesWaterCaustics
needCalculateEnvLight()
needCalculateEnvLight():
boolean
Defined in: libs/scene/src/material/mixins/lit.ts:28
Returns
boolean
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).needCalculateEnvLight
getUniformNormalScale()
getUniformNormalScale(
scope):PBShaderExp
Defined in: libs/scene/src/material/mixins/lit.ts:29
Parameters
scope
PBInsideFunctionScope
Returns
PBShaderExp
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).getUniformNormalScale
getEnvLightIrradiance()
getEnvLightIrradiance(
scope,normal):PBShaderExp
Defined in: libs/scene/src/material/mixins/lit.ts:30
Parameters
scope
PBInsideFunctionScope
normal
PBShaderExp
Returns
PBShaderExp
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).getEnvLightIrradiance
getEnvLightRadiance()
getEnvLightRadiance(
scope,reflectVec,roughness):PBShaderExp
Defined in: libs/scene/src/material/mixins/lit.ts:31
Parameters
scope
PBInsideFunctionScope
reflectVec
PBShaderExp
roughness
PBShaderExp
Returns
PBShaderExp
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).getEnvLightRadiance
calculateViewVector()
calculateViewVector(
scope,worldPos):PBShaderExp
Defined in: libs/scene/src/material/mixins/lit.ts:36
Parameters
scope
PBInsideFunctionScope
worldPos
PBShaderExp
Returns
PBShaderExp
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).calculateViewVector
calculateReflectionVector()
calculateReflectionVector(
scope,normal,viewVec):PBShaderExp
Defined in: libs/scene/src/material/mixins/lit.ts:37
Parameters
scope
PBInsideFunctionScope
normal
PBShaderExp
viewVec
PBShaderExp
Returns
PBShaderExp
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).calculateReflectionVector
calculateTBN()
calculateTBN(
scope,worldPos,worldNormal?,worldTangent?,worldBinormal?):PBShaderExp
Defined in: libs/scene/src/material/mixins/lit.ts:42
Parameters
scope
PBInsideFunctionScope
worldPos
PBShaderExp
worldNormal?
PBShaderExp
worldTangent?
PBShaderExp
worldBinormal?
PBShaderExp
Returns
PBShaderExp
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).calculateTBN
calculateNormal()
calculateNormal(
scope,worldPos,worldNormal?,worldTangent?,worldBinormal?):PBShaderExp
Defined in: libs/scene/src/material/mixins/lit.ts:49
Parameters
scope
PBInsideFunctionScope
worldPos
PBShaderExp
worldNormal?
PBShaderExp
worldTangent?
PBShaderExp
worldBinormal?
PBShaderExp
Returns
PBShaderExp
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).calculateNormal
calculateNormalAndTBN()
calculateNormalAndTBN(
scope,worldPos,worldNormal?,worldTangent?,worldBinormal?):PBShaderExp
Defined in: libs/scene/src/material/mixins/lit.ts:56
Parameters
scope
PBInsideFunctionScope
worldPos
PBShaderExp
worldNormal?
PBShaderExp
worldTangent?
PBShaderExp
worldBinormal?
PBShaderExp
Returns
PBShaderExp
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).calculateNormalAndTBN
calculateLightAttenuation()
calculateLightAttenuation(
scope,type,worldPos,posRange,dirCutoff,extra?):PBShaderExp
Defined in: libs/scene/src/material/mixins/lit.ts:63
Parameters
scope
PBInsideFunctionScope
type
PBShaderExp
worldPos
PBShaderExp
posRange
PBShaderExp
dirCutoff
PBShaderExp
extra?
PBShaderExp
Returns
PBShaderExp
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).calculateLightAttenuation
calculateLightDirection()
calculateLightDirection(
scope,type,worldPos,posRange,dirCutoff):PBShaderExp
Defined in: libs/scene/src/material/mixins/lit.ts:71
Parameters
scope
PBInsideFunctionScope
type
PBShaderExp
worldPos
PBShaderExp
posRange
PBShaderExp
dirCutoff
PBShaderExp
Returns
PBShaderExp
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).calculateLightDirection
calculateShadow()
calculateShadow(
scope,worldPos,worldNormal,NoL):PBShaderExp
Defined in: libs/scene/src/material/mixins/lit.ts:78
Parameters
scope
PBInsideFunctionScope
worldPos
PBShaderExp
worldNormal
PBShaderExp
NoL
PBShaderExp
Returns
PBShaderExp
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).calculateShadow
forEachLight()
forEachLight(
scope,callback):void
Defined in: libs/scene/src/material/mixins/lit.ts:84
Parameters
scope
PBInsideFunctionScope
callback
(this, type, posRange, dirCutoff, colorIntensity, extra, shadow) => void
Returns
void
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).forEachLight
fresnelSchlick()
fresnelSchlick(
scope,cosTheta,F0,F90):PBShaderExp
Defined in: libs/scene/src/material/mixins/pbr/brdf.ts:14
Parameters
scope
PBInsideFunctionScope
cosTheta
PBShaderExp
F0
PBShaderExp
F90
PBShaderExp
Returns
PBShaderExp
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).fresnelSchlick
distributionGGX()
distributionGGX(
scope,NdotH,alphaRoughness):PBShaderExp
Defined in: libs/scene/src/material/mixins/pbr/brdf.ts:20
Parameters
scope
PBInsideFunctionScope
NdotH
PBShaderExp
alphaRoughness
PBShaderExp
Returns
PBShaderExp
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).distributionGGX
visGGX()
visGGX(
scope,NdotV,NdotL,alphaRoughness):PBShaderExp
Defined in: libs/scene/src/material/mixins/pbr/brdf.ts:21
Parameters
scope
PBInsideFunctionScope
NdotV
PBShaderExp
NdotL
PBShaderExp
alphaRoughness
PBShaderExp
Returns
PBShaderExp
Inherited from
applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).visGGX