Hilo3d API - v2.0.0
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    Interface MaterialParameters

    interface MaterialParameters {
        alphaCutoff?: number;
        attributes?: MaterialBindingMap;
        blend?: boolean;
        blendDst?: number;
        blendDstAlpha?: number;
        blendEquation?: number;
        blendEquationAlpha?: number;
        blendSrc?: number;
        blendSrcAlpha?: number;
        castShadows?: boolean;
        cullFace?: boolean;
        cullFaceType?: number;
        depthFunc?: number;
        depthMask?: boolean;
        depthRange?: [number, number];
        depthTest?: boolean;
        emission?: MaterialTextureValue;
        enableDrawBuffers?: boolean;
        enableTextureLod?: boolean;
        exposure?: number;
        frontFace?: number;
        gammaCorrection?: boolean;
        gammaFactor?: number;
        ignoreTransparent?: boolean;
        isDiffuseEnvAndAmbientLightWorkTogether?: boolean;
        isDirty?: boolean;
        lightType?: string;
        name?: string | null;
        needBasicAttributes?: boolean;
        needBasicUniforms?: boolean;
        normalMap?: Texture<TextureImageSource> | null;
        normalMapScale?: number;
        onBeforeCompile?: MaterialBeforeCompile | null;
        parallaxMap?: Texture<TextureImageSource> | null;
        premultiplyAlpha?: boolean;
        receiveShadows?: boolean;
        renderOrder?: number;
        sampleAlphaToCoverage?: boolean;
        shaderCacheId?: string | null;
        shaderName?: string | null;
        side?: number;
        stencilFunc?: number;
        stencilFuncMask?: number;
        stencilFuncRef?: number;
        stencilMask?: number;
        stencilOpFail?: number;
        stencilOpZFail?: number;
        stencilOpZPass?: number;
        stencilTest?: boolean;
        transparency?: number | Texture<TextureImageSource>;
        transparent?: boolean;
        uniformBlocks?: Record<
            string,
            UniformBuffer<
                Readonly<Record<string, Std140Type | Std140FieldDefinition>>,
            >,
        >;
        uniforms?: MaterialBindingMap;
        useHDR?: boolean;
        usePhysicsLight?: boolean;
        userData?: unknown;
        uvMatrix?: Matrix3 | null;
        uvMatrix1?: Matrix3 | null;
        wireframe?: boolean;
    }

    Hierarchy (View Summary)

    Index
    alphaCutoff?: number
    attributes?: MaterialBindingMap
    blend?: boolean
    blendDst?: number
    blendDstAlpha?: number
    blendEquation?: number
    blendEquationAlpha?: number
    blendSrc?: number
    blendSrcAlpha?: number
    castShadows?: boolean
    cullFace?: boolean
    cullFaceType?: number
    depthFunc?: number
    depthMask?: boolean
    depthRange?: [number, number]
    depthTest?: boolean
    enableDrawBuffers?: boolean
    enableTextureLod?: boolean
    exposure?: number
    frontFace?: number
    gammaCorrection?: boolean
    gammaFactor?: number
    ignoreTransparent?: boolean
    isDiffuseEnvAndAmbientLightWorkTogether?: boolean
    isDirty?: boolean
    lightType?: string
    name?: string | null
    needBasicAttributes?: boolean
    needBasicUniforms?: boolean
    normalMap?: Texture<TextureImageSource> | null
    normalMapScale?: number
    onBeforeCompile?: MaterialBeforeCompile | null
    parallaxMap?: Texture<TextureImageSource> | null
    premultiplyAlpha?: boolean
    receiveShadows?: boolean
    renderOrder?: number
    sampleAlphaToCoverage?: boolean
    shaderCacheId?: string | null
    shaderName?: string | null
    side?: number
    stencilFunc?: number
    stencilFuncMask?: number
    stencilFuncRef?: number
    stencilMask?: number
    stencilOpFail?: number
    stencilOpZFail?: number
    stencilOpZPass?: number
    stencilTest?: boolean
    transparency?: number | Texture<TextureImageSource>
    transparent?: boolean
    uniformBlocks?: Record<
        string,
        UniformBuffer<Readonly<Record<string, Std140Type | Std140FieldDefinition>>>,
    >

    Registered std140 blocks keyed by their globally stable GLSL block name.

    Semantic resolvers used by canonical UBO packing and standalone sampler bindings. Application-defined classic uniforms must be sampler types; put every numeric value in uniformBlocks.

    useHDR?: boolean
    usePhysicsLight?: boolean
    userData?: unknown
    uvMatrix?: Matrix3 | null
    uvMatrix1?: Matrix3 | null
    wireframe?: boolean