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Documentation / scene / ParticleMaterial

Class: ParticleMaterial ​

Defined in: libs/scene/src/material/particle.ts:27

Particle material.

  • Specializes MeshMaterial for billboard/sprite-style particles.
  • Provides optional alpha map (coverage/shape) and ramp map (color/alpha over lifetime or scalar).
  • Uses blended transparency by default and disables face culling.
  • Supports per-particle attributes via vertex inputs (position, params, velocity).

Features:

  • FEATURE_ALPHA_MAP: enables sampling an alpha coverage texture.
  • FEATURE_RAMP_MAP: enables sampling a ramp/gradient texture.

Default states:

  • cullMode = 'none'
  • blendMode = 'blend'

Extends ​

Implements ​

  • Clonable<ParticleMaterial>

Constructors ​

Constructor ​

new ParticleMaterial(): ParticleMaterial

Defined in: libs/scene/src/material/particle.ts:33

Returns ​

ParticleMaterial

Overrides ​

MeshMaterial.constructor

Accessors ​

disposed ​

Get Signature ​

get disposed(): boolean

Defined in: libs/base/dist/index.d.ts:6107

Returns ​

boolean

Inherited from ​

MeshMaterial.disposed


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 ​

MeshMaterial.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 ​

MeshMaterial.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 ​

MeshMaterial.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 ​

MeshMaterial.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 ​

MeshMaterial.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 ​

MeshMaterial.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 ​

MeshMaterial.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 ​

MeshMaterial.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 ​

MeshMaterial.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 ​

MeshMaterial.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 ​

MeshMaterial.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 ​

MeshMaterial.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 ​

MeshMaterial.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 ​

MeshMaterial.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 ​

MeshMaterial.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 ​

MeshMaterial.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 ​

MeshMaterial.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 ​

MeshMaterial.objectColor


alphaMap ​

Get Signature ​

get alphaMap(): Texture2D<unknown>

Defined in: libs/scene/src/material/particle.ts:78

Texture used to modulate particle alpha coverage (shape/softness). When set, enables the alpha map feature and marks uniforms dirty.

Returns ​

Texture2D<unknown>

The current alpha map texture or undefined if not set.

Set Signature ​

set alphaMap(tex): void

Defined in: libs/scene/src/material/particle.ts:81

Parameters ​
tex ​

Texture2D<unknown>

Returns ​

void


rampMap ​

Get Signature ​

get rampMap(): Texture2D<unknown>

Defined in: libs/scene/src/material/particle.ts:95

Texture used as a color/alpha ramp (e.g., over particle lifetime). Sampled along U with particleParams.w. When set, enables the ramp map feature and marks uniforms dirty.

Returns ​

Texture2D<unknown>

The current ramp map texture or undefined if not set.

Set Signature ​

set rampMap(tex): void

Defined in: libs/scene/src/material/particle.ts:98

Parameters ​
tex ​

Texture2D<unknown>

Returns ​

void


jitterPower ​

Get Signature ​

get jitterPower(): number

Defined in: libs/scene/src/material/particle.ts:111

Random offset strength applied to particle billboards (world-space jitter). Stored in params.x.

Returns ​

number

The current jitter power.

Set Signature ​

set jitterPower(val): void

Defined in: libs/scene/src/material/particle.ts:114

Parameters ​
val ​

number

Returns ​

void


aspect ​

Get Signature ​

get aspect(): number

Defined in: libs/scene/src/material/particle.ts:126

Particle aspect scaling factor for the billboard quad. Stored in params.y, applied to the right axis.

Returns ​

number

The current aspect scaling.

Set Signature ​

set aspect(val): void

Defined in: libs/scene/src/material/particle.ts:129

Parameters ​
val ​

number

Returns ​

void


directional ​

Get Signature ​

get directional(): boolean

Defined in: libs/scene/src/material/particle.ts:143

Whether the particle is direction-oriented.

  • If true, billboard axes are derived from particle velocity.
  • If false, a stable axis (based on view up) is used. Stored as params.z (1 for true, 0 for false).
Returns ​

boolean

True when direction-oriented; otherwise false.

Set Signature ​

set directional(b): void

Defined in: libs/scene/src/material/particle.ts:146

Parameters ​
b ​

boolean

Returns ​

void

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 ​

MeshMaterial.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 ​

MeshMaterial.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 ​

MeshMaterial.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 ​

MeshMaterial.dispatchEvent


dispose() ​

dispose(): void

Defined in: libs/base/dist/index.d.ts:6108

Returns ​

void

Inherited from ​

MeshMaterial.dispose


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 ​

MeshMaterial.getNumPassesForRender


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 ​

MeshMaterial.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 ​

MeshMaterial.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 ​

MeshMaterial.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 ​

MeshMaterial.applyUniforms


clearCache() ​

clearCache(): void

Defined in: libs/scene/src/material/material.ts:475

Returns ​

void

Inherited from ​

MeshMaterial.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 ​

MeshMaterial.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 ​

MeshMaterial.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 ​

MeshMaterial.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 ​

MeshMaterial.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 ​

MeshMaterial.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 ​

MeshMaterial.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 ​

MeshMaterial.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 ​

MeshMaterial.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 ​

MeshMaterial.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 ​

MeshMaterial.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 ​

MeshMaterial.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 ​

MeshMaterial.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 ​

MeshMaterial.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 ​

MeshMaterial.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 ​

MeshMaterial.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 ​

MeshMaterial.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 ​

MeshMaterial.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 ​

MeshMaterial.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 ​

MeshMaterial.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 ​

MeshMaterial.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 ​

MeshMaterial.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 ​

MeshMaterial.useFeature


isMaterialTextureEnabled() ​

protected isMaterialTextureEnabled(_name): boolean

Defined in: libs/scene/src/material/meshmaterial.ts:972

Parameters ​

_name ​

string

Returns ​

boolean

Inherited from ​

MeshMaterial.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 ​

MeshMaterial.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 ​

MeshMaterial.outputFragmentColor


clone() ​

clone(): ParticleMaterial

Defined in: libs/scene/src/material/particle.ts:46

Create a clone of this particle material, copying relevant parameters (jitter, aspect, directional).

Returns ​

ParticleMaterial

A cloned ParticleMaterial.

Implementation of ​

Clonable.clone

Overrides ​

MeshMaterial.clone


copyFrom() ​

copyFrom(other): void

Defined in: libs/scene/src/material/particle.ts:57

Copy base and particle-specific properties from another particle material.

Parameters ​

other ​

this

The source material to copy from.

Returns ​

void

void

Overrides ​

MeshMaterial.copyFrom


supportInstancing() ​

supportInstancing(): boolean

Defined in: libs/scene/src/material/particle.ts:69

Particles are not instanced via material instancing. Each particle system is expected to provide per-particle data through vertex attributes instead.

Returns ​

boolean

False always.

Overrides ​

MeshMaterial.supportInstancing


vertexShader() ​

vertexShader(scope): void

Defined in: libs/scene/src/material/particle.ts:167

Vertex shader hook.

Responsibilities:

  • Derives per-vertex billboard position in world space based on:
    • particle position (texCoord0), params (texCoord1), and velocity (texCoord2).
    • params uniform: x=jitter power, y=aspect scale, z=directional flag.
  • Builds a right/up basis aligned with either view or velocity.
  • Computes UVs based on vertex ID (quad corners).
  • Outputs zUV, worldPos, and zParticleParams.

Parameters ​

scope ​

PBFunctionScope

Vertex shader function scope.

Returns ​

void

void

Overrides ​

MeshMaterial.vertexShader


fragmentShader() ​

fragmentShader(scope): void

Defined in: libs/scene/src/material/particle.ts:258

Fragment shader hook.

Responsibilities:

  • Optionally samples:
    • alphaMap for alpha coverage (R channel).
    • rampMap along U=particleParams.w for color/alpha.
  • Multiplies ramp color with computed alpha, then delegates to outputFragmentColor.
  • If no color is needed (e.g., non-light pass), calls outputFragmentColor with null color.

Parameters ​

scope ​

PBFunctionScope

Fragment shader function scope.

Returns ​

void

void

Overrides ​

MeshMaterial.fragmentShader


applyUniformValues() ​

applyUniformValues(bindGroup, ctx, pass): void

Defined in: libs/scene/src/material/particle.ts:295

Submit particle-specific uniforms and textures to the bind group.

Sets:

  • params = vec4(jitterPower, aspect, directionalFlag, 0).
  • Binds alphaMap and rampMap when fragment color is needed for the current pass.

Also calls super.applyUniformValues to set common uniforms (alpha cutoff, opacity, etc.).

Parameters ​

bindGroup ​

BindGroup

The material bind group (set 2) to write to.

ctx ​

DrawContext

The current draw context.

pass ​

number

The current material pass.

Returns ​

void

void

Overrides ​

MeshMaterial.applyUniformValues

Released under the MIT License.