Interface: MaterialBasic
Defines the fundamental appearance properties of a material.
The basic material parameters control the primary visual characteristics like color, reflectivity, smoothness, and transparency. These properties define the material's core appearance before specialized effects are added.
Business value:
- Establishes the foundational appearance of every material
- Controls essential visual properties like color, shininess, and transparency
- Forms the base layer for more complex material effects
- Dictates how materials respond to light in the virtual environment
Properties
albedoColor
albedoColor:
Nullable
<(string
|number
)[]>
Base color of the material in RGB format. This is the fundamental color visible under direct light.
albedoColorFromBlock
albedoColorFromBlock:
boolean
When true, the color is set from a specific configuration block.
albedoColorSourceBlock
albedoColorSourceBlock:
string
The ID of the block that provides the albedo color.
albedoTexture
albedoTexture:
Partial
<MaterialTexture
>
Texture that provides the base color pattern.
allowShaderHotSwapping
allowShaderHotSwapping:
boolean
When true, allows material shader updates at runtime.
alpha
alpha:
string
Transparency level of the material (0=opaque, 1=transparent).
alphaCutOff
alphaCutOff:
string
Threshold for alpha-tested transparency.
alphaMode
alphaMode:
string
Method used for transparency calculations.
ambientColor
ambientColor:
string
[]
Color visible in ambient/indirect lighting in RGB format.
ambientTexture
ambientTexture:
Partial
<MaterialTexture
>
Texture that provides ambient lighting response.
ambientTextureImpactOnAnalyticalLights
ambientTextureImpactOnAnalyticalLights:
string
Controls how ambient texture affects analytical lights.
ambientTextureStrength
ambientTextureStrength:
string
Overall strength of the ambient texture effect.
backFaceCulling
backFaceCulling:
boolean
When true, back-facing polygons are not rendered.
cameraToneMappingEnabled
cameraToneMappingEnabled:
boolean
When true, applies camera tone mapping to this material.
directIntensity
directIntensity:
string
Response intensity to direct lighting.
disableLighting
disableLighting:
boolean
When true, material ignores scene lighting.
enableSpecularAntiAliasing
enableSpecularAntiAliasing:
boolean
When true, enables higher quality anti-aliasing for specular highlights.
environmentIntensity
environmentIntensity:
string
Response intensity to environmental lighting.
forceIrradianceInFragment
forceIrradianceInFragment:
boolean
When true, forces irradiance calculations in fragment shader.
indexOfRefraction
indexOfRefraction:
string
Material's index of refraction for light bending calculations.
linkRefractionWithTransparency
linkRefractionWithTransparency:
boolean
When true, links transparency with refraction intensity.
metallic
metallic:
string
Metallic property intensity (0=dielectric, 1=metal).
metallicTexture
metallicTexture:
Partial
<MaterialMetallicTexture
>
Texture that controls metallic properties.
microSurface
microSurface:
string
Surface smoothness factor (inverse of roughness).
microSurfaceTexture
microSurfaceTexture:
Partial
<MaterialTexture
>
Texture that controls surface smoothness.
needDepthPrePass
needDepthPrePass:
boolean
When true, renders a depth pre-pass for complex materials.
opacityTexture
opacityTexture:
Partial
<MaterialTexture
>
Texture that controls transparency patterns.
realtimeFiltering
realtimeFiltering:
boolean
When true, enables real-time texture filtering.
realtimeFilteringQuality
realtimeFilteringQuality:
string
Quality level for real-time texture filtering.
reflectionColor
reflectionColor:
string
[]
Color of reflections in RGB format.
reflectionTexture
reflectionTexture:
Partial
<MaterialTexture
>
Texture that provides environmental reflections.
reflectivityColor
reflectivityColor:
string
[]
Color that tints reflections in RGB format.
reflectivityTexture
reflectivityTexture:
Partial
<MaterialTexture
>
Texture that controls reflection intensity.
refractionTexture
refractionTexture:
Partial
<MaterialTexture
>
Texture that controls light refraction.
roughness
roughness:
string
Surface roughness factor (inverse of smoothness).
roughnessTexture
roughnessTexture:
Partial
<MaterialTexture
>
Texture that controls surface roughness.
separateCullingPass
separateCullingPass:
boolean
When true, renders a separate pass for back-face culling.
specularIntensity
specularIntensity:
string
Intensity of specular highlights.
transparencyMode
transparencyMode:
string
Method used for transparency blending.
twoSidedLighting
twoSidedLighting:
boolean
When true, enables lighting on both sides of surfaces.
unlit
unlit:
boolean
When true, material does not respond to lighting.
useAlphaFresnel
useAlphaFresnel:
boolean
When true, uses Fresnel effect for alpha blending.
useAlphaFromAlbedoTexture
useAlphaFromAlbedoTexture:
boolean
When true, uses albedo texture's alpha channel for transparency.
useAmbientInGrayScale
useAmbientInGrayScale:
boolean
When true, converts ambient texture to grayscale before using.
useAutoMicroSurfaceFromReflectivityMap
useAutoMicroSurfaceFromReflectivityMap:
boolean
When true, automatically calculates microsurface from reflectivity map.
useHorizonOcclusion
useHorizonOcclusion:
boolean
When true, enables horizon-based occlusion for improved reflections.
useLightmapAsShadowmap
useLightmapAsShadowmap:
boolean
When true, treats lightmap as shadowmap.
useLinearAlphaFresnel
useLinearAlphaFresnel:
boolean
When true, applies linear interpolation to alpha Fresnel.
useLogarithmicDepth
useLogarithmicDepth:
boolean
When true, uses logarithmic depth buffer for improved precision.
useMicroSurfaceFromReflectivityMapAlpha
useMicroSurfaceFromReflectivityMapAlpha:
boolean
When true, uses alpha channel of reflectivity map for microsurface.
useObjectSpaceNormalMap
useObjectSpaceNormalMap:
boolean
When true, uses object space normals for normal mapping.
useRadianceOcclusion
useRadianceOcclusion:
boolean
When true, applies ambient occlusion to radiosity calculations.
useRadianceOverAlpha
useRadianceOverAlpha:
boolean
When true, radiosity calculations take priority over alpha.
useSpecularOverAlpha
useSpecularOverAlpha:
boolean
When true, specular highlights take priority over alpha.