Optional
uniformsUniforms input to pass to a BindGroup.
Optional
storagesRead only or read/write storages input to pass to a BindGroup.
Optional
bindingsThe label of the Material, sent to various GPU objects for debugging purpose.
Shaders to use with this Material.
Optional
useWhether to compile the Material GPURenderPipeline or GPUComputePipeline asynchronously or not.
Optional
bindArray of already created bind groups to be used by this Material.
Optional
samplersOptional
texturesArray of already created Texture or MediaTexture to be used by this Material.
Options used to create this Material.