OptionalcolorColorSpace to use for material uniform colors. All lighting calculations must be done in linear space. Default to srgb (which means the uniform colors are converted to linear space), but glTF internally use linear.
OptionalcolorOptionalopacityOpacity of the LitMesh. If different than 1, consider setting the transparent parameter to true. Default to 1.
OptionalalphaAlpha cutoff threshold value of the LitMesh. Default to 0.5.
OptionalmetallicThe metallic factor of the LitMesh. Default to 1.
OptionalroughnessThe roughness factor of the LitMesh. Default to 1.
OptionalnormalHow much the normal map affects the material normal texture if any. Typical ranges are [0-1]. Default to new Vec2(1).
OptionalocclusionA scalar multiplier controlling the amount of occlusion applied to the occlusion texture if any. Default to 1.
OptionalemissiveEmissive intensity to apply to the emissive color of the LitMesh. Default to 1.
OptionalemissiveOptionalspecularThe strength of the specular reflections applied to the LitMesh (not applicable to Lambert shading). Default to 1.
OptionalspecularOptionalshininessShininess of the LitMesh when using Phong shading. Default to 30.
OptionaltransmissionThe base percentage of light that is transmitted through the surface of the LitMesh. Only applicable to PBR shading if transmissive parameter is set to true. Default to 0.
OptionaliorThe index of refraction of the LitMesh. Default to 1.5.
OptionaldispersionThe strength of the dispersion effect, specified as 20/Abbe number. Only applicable to PBR shading if transmissive parameter is set to true. Default to 0.
OptionalthicknessThe thickness of the volume beneath the surface. The value is given in the coordinate space of the mesh. If the value is 0 the material is thin-walled. Only applicable to PBR shading if transmissive parameter is set to true. Default to 0.
OptionalattenuationDensity of the medium given as the average distance that light travels in the medium before interacting with a particle. The value is given in world space. Only applicable to PBR shading if transmissive parameter is set to true. Default to Infinity.
OptionalattenuationThe color as a Vec3 that white light turns into due to absorption when reaching the attenuation distance. Only applicable to PBR shading if transmissive parameter is set to true. Default to new Vec3(1).
OptionalsheenSheen color to use. Default to new Vec3(0), but sheen is not taken into account if this and sheenRoughness are not set.
OptionalsheenSheen roughness to use. Default to 0, but sheen is not taken into account if this and sheenColor are not set.
OptionalanisotropyAnisotropy strength. Default to 0, but anisotropy is not taken into account if not set or equal to 0.
OptionalanisotropyAnisotropy vector based on a rotation value, where x component is cos(rotation) and y component is sin(rotation). Default to new Vec2(1, 0).
OptionalclearcoatClearcoat layer intensity. Default to 0, but clearcoat is not taken into account if not set or equal to 0.
OptionalclearcoatClearcoat layer roughness. Default to 0.
OptionalclearcoatClearcoat normal map scale if any clearcoat normal texture is defined. Default to new Vec2(1).
OptionaliridescenceIridescence intensity factor. Default to 0, but iridescence is not taken into account if not set or equal to 0.
OptionaliridescenceIORIndex of refraction of the dielectric thin-film layer. Default to 1.3.
OptionaliridescenceMinimum and maximum thickness of the iridescence layer. Default to new Vec2(100, 400).
OptionalshadingShadingModels to use for lighting. Default to PBR.
OptionalenvironmentEnvironmentMap to use for IBL shading.
Parameters used to get the LitMesh material uniforms.