Optional
toneWhether the shading function should apply tone mapping to the resulting color and if so, which one. Default to 'Khronos'
.
Optional
additionalOptional additional varyings to pass from the vertex shader to the fragment shader.
Optional
environmentEnvironmentMap to use for IBL shading.
Optional
colorColorSpace 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
.
Optional
colorOptional
opacityOpacity of the LitMesh. If different than 1
, consider setting the transparent
parameter to true
. Default to 1
.
Optional
alphaAlpha cutoff threshold value of the LitMesh. Default to 0.5
.
Optional
metallicThe metallic factor of the LitMesh. Default to 1
.
Optional
roughnessThe roughness factor of the LitMesh. Default to 1
.
Optional
normalHow much the normal map affects the material normal texture if any. Typical ranges are [0-1]. Default to new Vec2(1)
.
Optional
occlusionA scalar multiplier controlling the amount of occlusion applied to the occlusion texture if any. Default to 1
.
Optional
emissiveEmissive intensity to apply to the emissive color of the LitMesh. Default to 1
.
Optional
emissiveOptional
specularThe strength of the specular reflections applied to the LitMesh (not applicable to Lambert
shading). Default to 1
.
Optional
specularOptional
shininessShininess of the LitMesh when using Phong
shading. Default to 30
.
Optional
transmissionThe 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
.
Optional
iorThe index of refraction of the LitMesh. Default to 1.5
.
Optional
dispersionThe 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
.
Optional
thicknessThe 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
.
Optional
attenuationDensity 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
.
Optional
attenuationThe 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)
.
Optional
baseBase color texture descriptor to use if any.
Optional
normalNormal texture descriptor to use if any.
Optional
emissiveEmissive texture descriptor to use if any.
Optional
occlusionOcclusion texture descriptor to use if any.
Optional
metallicMetallic roughness texture descriptor to use if any.
Optional
specularSpecular texture descriptor (mixing both specular color in the RGB
channels and specular intensity in the A
channel) to use if any.
Optional
specularSpecular intensity texture descriptor (using the A
channel) to use if any.
Optional
specularSpecular color texture descriptor (using the RGB
channels) to use if any.
Optional
transmissionTransmission texture descriptor to use if any.
Optional
thicknessThickness texture descriptor to use if any.
Optional
shadingShadingModels to use for lighting. Default to PBR
.
Optional
vertexAdditional WGSL chunks to add to the vertex shaders.
Optional
fragmentAdditional WGSL chunks to add to the fragment shaders.
Define the material parameters of a LitMesh.