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

    Physically based standard-surface material with immutable shader topology.

    Hierarchy (View Summary)

    Index
    anisotropyMap: Texture<unknown> | null
    attenuationColor: Color
    attributes: MaterialBindingMap = {}
    baseColor: Color
    baseColorMap: Texture<unknown> | null
    brdfLUT: Texture<unknown> | null
    className: string = 'PBRMaterial'
    clearcoatMap: Texture<unknown> | null
    clearcoatNormalMap: Texture<unknown> | null
    clearcoatRoughnessMap: Texture<unknown> | null
    compositing: MaterialCompositing
    definition: MaterialDefinition
    diffuseEnvMap: MaterialTexture | null
    diffuseEnvSphereHarmonics3: SphericalHarmonics3 | null
    emissionFactor: Color
    id: string
    iridescenceMap: Texture<unknown> | null
    iridescenceThicknessMap: Texture<unknown> | null
    isMaterialInstance: true
    isOcclusionInMetallicRoughnessMap: boolean
    isPBRMaterial: true
    isSpecularEnvMapIncludeMipmaps: boolean
    isSpecularGlossiness: boolean
    lightMap: Texture<unknown> | null
    materialId: number
    metallicMap: Texture<unknown> | null
    metallicRoughnessMap: Texture<unknown> | null
    name: string | null
    occlusionMap: Texture<unknown> | null
    roughnessMap: Texture<unknown> | null
    specular: Color
    specularEnvMap: MaterialTexture | null
    specularGlossinessMap: Texture<unknown> | null
    thicknessMap: Texture<unknown> | null
    transmissionMap: Texture<unknown> | null
    uniformBlocks: Record<string, UniformBuffer> = {}
    uniforms: MaterialBindingMap = {}
    userData: unknown
    • 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