Hierarchy

  • ShaderMaterial
    • GridMaterial

Constructors

Methods

  • Adds a listener to an event type.

    Type Parameters

    • T extends string

    Parameters

    • type: T

      The type of event to listen to.

    • listener: EventListener<Event, T, GridMaterial>

      The function that gets called when the event is fired.

    Returns void

  • Return a new material with the same parameters as this material.

    Returns this

  • Copy the parameters from the passed material into this material.

    Parameters

    • material: Material

    Returns this

  • In case onBeforeCompile is used, this callback can be used to identify values of settings used in onBeforeCompile, so three.js can reuse a cached shader or recompile the shader as needed.

    Returns string

  • Fire an event type.

    Parameters

    • event: Event

      The event that gets fired.

    Returns void

  • This disposes the material. Textures of a material don't get disposed. These needs to be disposed by Texture.

    Returns void

  • Checks if listener is added to an event type.

    Type Parameters

    • T extends string

    Parameters

    • type: T

      The type of event to listen to.

    • listener: EventListener<Event, T, GridMaterial>

      The function that gets called when the event is fired.

    Returns boolean

  • An optional callback that is executed immediately before the shader program is compiled. This function is called with the shader source code as a parameter. Useful for the modification of built-in materials.

    Parameters

    • shader: Shader

      Source code of the shader

    • renderer: WebGLRenderer

      WebGLRenderer Context that is initializing the material

    Returns void

  • Removes a listener from an event type.

    Type Parameters

    • T extends string

    Parameters

    • type: T

      The type of the listener that gets removed.

    • listener: EventListener<Event, T, GridMaterial>

      The listener function that gets removed.

    Returns void

  • Parameters

    • parameters: ShaderMaterialParameters

    Returns void

  • Parameters

    • meta: any

    Returns any

Properties

alphaTest: number

Sets the alpha value to be used when running an alpha test. Default is 0.

0
alphaToCoverage: boolean

Enables alpha to coverage. Can only be used with MSAA-enabled rendering contexts.

false
blendDst: BlendingDstFactor

Blending destination. It's one of the blending mode constants defined in Three.js. Default is OneMinusSrcAlphaFactor.

THREE.OneMinusSrcAlphaFactor
blendDstAlpha: null | number

The tranparency of the .blendDst. Default is null.

null
blendEquation: BlendingEquation

Blending equation to use when applying blending. It's one of the constants defined in Three.js. Default is AddEquation.

THREE.AddEquation
blendEquationAlpha: null | number

The tranparency of the .blendEquation. Default is null.

null
blendSrc: BlendingDstFactor | 210

Blending source. It's one of the blending mode constants defined in Three.js. Default is SrcAlphaFactor.

THREE.SrcAlphaFactor
blendSrcAlpha: null | number

The tranparency of the .blendSrc. Default is null.

null
blending: Blending

Which blending to use when displaying objects with this material. Default is NormalBlending.

THREE.NormalBlending
clipIntersection: boolean

Changes the behavior of clipping planes so that only their intersection is clipped, rather than their union. Default is false.

false
clipShadows: boolean

Defines whether to clip shadows according to the clipping planes specified on this material. Default is false.

false
clipping: boolean
false
clippingPlanes: any

User-defined clipping planes specified as THREE.Plane objects in world space. These planes apply to the objects this material is attached to. Points in space whose signed distance to the plane is negative are clipped (not rendered). See the WebGL / clipping /intersection example. Default is null.

null
colorWrite: boolean

Whether to render the material's color. This can be used in conjunction with a mesh's .renderOrder property to create invisible objects that occlude other objects. Default is true.

true
defaultAttributeValues: any
{ 'color': [ 1, 1, 1 ], 'uv': [ 0, 0 ], 'uv2': [ 0, 0 ] }
defines: {
    [key: string]: any;
}
{}
depthFunc: DepthModes

Which depth function to use. Default is LessEqualDepth. See the depth mode constants for all possible values.

THREE.LessEqualDepth
depthTest: boolean

Whether to have depth test enabled when rendering this material. Default is true.

true
depthWrite: boolean

Whether rendering this material has any effect on the depth buffer. Default is true. When drawing 2D overlays it can be useful to disable the depth writing in order to layer several things together without creating z-index artifacts.

true
derivatives: any

Use .derivatives extensions.derivatives instead.

dithering: boolean

Whether to apply dithering to the color to remove the appearance of banding. Default is false.

false
extensions: {
    derivatives: boolean;
    drawBuffers: boolean;
    fragDepth: boolean;
    shaderTextureLOD: boolean;
}
{ derivatives: false, fragDepth: false, drawBuffers: false, shaderTextureLOD: false }
fog: boolean
false
forceSinglePass: boolean
false
fragmentShader: string
glslVersion: null | GLSLVersion
null
id: number

Unique number of this material instance.

index0AttributeName: undefined | string
undefined
isMaterial: true

Used to check whether this or derived classes are materials. Default is true. You should not change this, as it used internally for optimisation.

isShaderMaterial: boolean
lights: boolean
false
linewidth: number
1
name: string

Material name. Default is an empty string.

''
needsUpdate: boolean

Specifies that the material needs to be updated, WebGL wise. Set it to true if you made changes that need to be reflected in WebGL. This property is automatically set to true when instancing a new material.

false
opacity: number

Opacity. Default is 1.

1
polygonOffset: boolean

Whether to use polygon offset. Default is false. This corresponds to the POLYGON_OFFSET_FILL WebGL feature.

false
polygonOffsetFactor: number

Sets the polygon offset factor. Default is 0.

0
polygonOffsetUnits: number

Sets the polygon offset units. Default is 0.

0
precision:
    | null
    | "highp"
    | "mediump"
    | "lowp"

Override the renderer's default precision for this material. Can be "highp", "mediump" or "lowp". Defaults is null.

null
premultipliedAlpha: boolean

Whether to premultiply the alpha (transparency) value. See WebGL / Materials / Transparency for an example of the difference. Default is false.

false
shadowSide: null | Side

Defines which of the face sides will cast shadows. Default is null. If null, the value is opposite that of side, above.

null
side: Side

Defines which of the face sides will be rendered - front, back or both. Default is THREE.FrontSide. Other options are THREE.BackSide and THREE.DoubleSide.

THREE.FrontSide

stencilFail: StencilOp

Which stencil operation to perform when the comparison function returns false. Default is KeepStencilOp. See the stencil operation constants for all possible values.

THREE.KeepStencilOp
stencilFunc: StencilFunc

The stencil comparison function to use. Default is AlwaysStencilFunc. See stencil operation constants for all possible values.

THREE.AlwaysStencilFunc
stencilFuncMask: number

The bit mask to use when comparing against the stencil buffer. Default is 0xFF.

0xff
stencilRef: number

The value to use when performing stencil comparisons or stencil operations. Default is 0.

0
stencilWrite: boolean

Whether rendering this material has any effect on the stencil buffer. Default is false.

false
stencilWriteMask: number

The bit mask to use when writing to the stencil buffer. Default is 0xFF.

0xff
stencilZFail: StencilOp

Which stencil operation to perform when the comparison function returns true but the depth test fails. Default is KeepStencilOp. See the stencil operation constants for all possible values.

THREE.KeepStencilOp
stencilZPass: StencilOp

Which stencil operation to perform when the comparison function returns true and the depth test passes. Default is KeepStencilOp. See the stencil operation constants for all possible values.

THREE.KeepStencilOp
toneMapped: boolean

Defines whether this material is tone mapped according to the renderer's toneMapping setting. Default is true.

true
transparent: boolean

Defines whether this material is transparent. This has an effect on rendering as transparent objects need special treatment and are rendered after non-transparent objects. When set to true, the extent to which the material is transparent is controlled by setting it's .opacity property. Default is false.

false
type: string
'ShaderMaterial'
uniforms: {
    cellColor: Uniform<Color>;
    cellSize: Uniform<number>;
    cellThickness: Uniform<number>;
    fadeDistance: Uniform<number>;
    fadeFrom: Uniform<number>;
    fadeStrength: Uniform<number>;
    followCamera: Uniform<boolean>;
    infiniteGrid: Uniform<boolean>;
    sectionColor: Uniform<Color>;
    sectionSize: Uniform<number>;
    sectionThickness: Uniform<number>;
    worldCamProjPosition: Uniform<Vector3>;
    worldPlanePosition: Uniform<Vector3>;
}
uniformsNeedUpdate: boolean
false
userData: any

An object that can be used to store custom data about the Material. It should not hold references to functions as these will not be cloned.

{}
uuid: string

UUID of this material instance. This gets automatically assigned, so this shouldn't be edited.

version: number

This starts at 0 and counts how many times .needsUpdate is set to true.

0
vertexColors: boolean

Defines whether vertex coloring is used. Default is false.

false
vertexShader: string
visible: boolean

Defines whether this material is visible. Default is true.

true
wireframe: boolean
false
wireframeLinewidth: number
1