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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 ​

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 ​

DrawContext

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 ​

BlendMode

Set Signature ​

set blendMode(val): void

Defined in: libs/scene/src/material/meshmaterial.ts:621

Parameters ​
val ​

BlendMode

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 ​

DrawContext

Current draw context.

pass ​

number

Current material pass index.

Returns ​

void

void

Overrides ​

applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).applyUniformValues


getNumPassesForRender() ​

protected getNumPassesForRender(_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 ​

DrawContext

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 ​

DrawContext

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.numInstances if available.
  • Else issues a non-instanced draw.

Parameters ​

pass ​

number

Pass number.

primitive ​

Primitive

Primitive to draw.

ctx ​

DrawContext

Draw context.

numInstances ​

number

Explicit instance count (0 = auto).

Returns ​

void

Inherited from ​

applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).drawPrimitive


onDispose() ​

protected onDispose(): 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 ​

DrawContext

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() ​

static defineFeature(): 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() ​

static defineInstanceUniform(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 ​

InstanceUniformType

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 defineInstanceUniform with getter/setter that read/write the packed buffer and notify RenderBundleWrapper.
  • 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() ​

protected getEffectiveBlendMode(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? ​

DrawContext

Returns ​

BlendMode

Inherited from ​

applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).getEffectiveBlendMode


getActiveAlphaCutoff() ​

protected getActiveAlphaCutoff(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? ​

DrawContext

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? ​

DrawContext

_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() ​

protected usesAlphaCutoff(ctx, pass): boolean

Defined in: libs/scene/src/material/meshmaterial.ts:758

Whether this pass needs an alpha-cutoff uniform bound.

Parameters ​

ctx ​

DrawContext

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? ​

DrawContext

Returns ​

boolean

Inherited from ​

applyMaterialMixins( MeshMaterial, mixinLight, mixinPBRBRDF, mixinTextureProps('iris'), mixinTextureProps('sclera') ).needFragmentColorInput


updateRenderStates() ​

protected updateRenderStates(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 ​

DrawContext

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? ​

DrawContext

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() ​

protected isMaterialTextureEnabled(_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? ​

DrawContext

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

Released under the MIT License.