Hilo3d API - v2.0.0-alpha.3
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    Class GeometryMaterial

    Immutable-topology material for position, normal, depth and distance outputs.

    Hierarchy (View Summary)

    Index
    attributes: MaterialBindingMap = {}
    className: "GeometryMaterial" = 'GeometryMaterial'
    compositing: MaterialCompositing
    definition: MaterialDefinition
    id: string
    isGeometryMaterial: true
    isMaterialInstance: true
    materialId: number
    name: string | null
    uniformBlocks: Record<string, UniformBuffer> = {}
    uniforms: MaterialBindingMap = {}
    userData: unknown
    vertexType: GeometryVertexType
    writeOriginData: boolean
    • get forwardQueue(): "transparent" | "opaque"

      Forward renderer queue selected from compositing and pass resource dependencies.

      An unblended transmission surface remains compositionally opaque, but it must execute after the opaque scene copy exists and therefore belongs to the transparent/after-opaque queue.

      Returns "transparent" | "opaque"

    • get isTransparent(): boolean

      Whether the forward pass composites this surface with an existing color attachment.

      Returns boolean

    • get requiresOpaqueSceneTexture(): boolean

      Whether the forward shader samples the opaque scene-color copy.

      Returns boolean

    • get revision(): number

      Monotonic instance-data revision observed independently by each renderer.

      Returns number