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)
.
Define the material uniform parameters.