OptionalautoWhether we should add this Mesh to our Scene to let it handle the rendering process automatically.
OptionalvisibleFlag indicating whether to draw this Mesh or not.
OptionalrenderControls the order in which this Mesh should be rendered by our Scene.
OptionaloutputOptional RenderTarget to render this Mesh to instead of the canvas context.
OptionaladditionalAdditional output RenderTarget onto which render this Mesh, besides the main outputTarget or screen. Useful for some effects that might need to render the same Mesh twice or more. Beware tho that the Mesh pipeline has to exactly fit the provided RenderTarget render passes descriptors as no checks will be performed here.
OptionaluseWhether to render this Mesh into a custom Scene custom screen pass entry instead of the default one.
OptionaltexturesParameters used by this Mesh to create a MediaTexture.
OptionaltargetsOptional targets properties.
OptionalrenderOptional RenderBundle into which this Mesh should be added.
OptionaluniformsUniforms input to pass to a BindGroup.
OptionalstoragesRead only or read/write storages input to pass to a BindGroup.
OptionalbindingsOptionallabelThe label of the Material, sent to various GPU objects for debugging purpose.
OptionalshadersShaders to use with this Material.
OptionaluseWhether to compile the Material GPURenderPipeline or GPUComputePipeline asynchronously or not.
OptionalbindArray of already created bind groups to be used by this Material.
OptionalsamplersOptionaltexturesArray of already created Texture or MediaTexture to be used by this Material.
OptionaltransparentWhether this RenderMaterial should be treated as transparent. Impacts the render pipeline blend property.
OptionaldepthWhether this RenderMaterial should write to the depth buffer.
OptionaldepthWhether this RenderMaterial should enable depth write.
OptionaldepthDepth function to use with this RenderMaterial.
OptionaldepthFormat of the depth texture to use with this RenderMateria.l
OptionaldepthA number representing a constant depth bias that is added to each fragment. Default to 0.
OptionaldepthA number representing the maximum depth bias of a fragment. Default to 0.
OptionaldepthA number representing a depth bias that scales with the fragment's slope. Default to 0.
OptionalstencilDefine the stencil operations to use if any.
Defines how stencil comparisons and operations are performed for front-facing primitives.
Optionalback?: GPUStencilFaceStateDefines how stencil comparisons and operations are performed for back-facing primitives. If undefined, will fall back to front values.
OptionalstencilReference?: numberSet the GPURenderPassEncoder stencil reference value used during stencil tests if any. Default to 0x000000 if a stencil is used.
OptionalstencilReadMask?: numberA bitmask controlling which stencil value bits are read when performing stencil comparison tests. Default to 0xFFFFFF.
OptionalstencilWriteMask?: numberA bitmask controlling which stencil value bits are written to when performing stencil comparison tests. Default to 0xFFFFFF.
OptionalsampleThe sampleCount of the RenderPass onto which we'll be drawing. Set internally.
OptionalalphaWhen true indicates that a fragment's alpha channel should be used to generate a sample
coverage mask. Default to false.
OptionalmaskMask determining which samples are written to. Default to 0xFFFFFFFF.
OptionalcullCull mode to use with this RenderMaterial.
OptionalunclippedIf true, indicates that depth clipping is disabled.
Requires the depth-clip-control feature to be enabled. Default to false.
Parameters used to create a FullscreenPlane.