OptionaluniformsUniforms input to pass to a BindGroup.
OptionalstoragesRead only or read/write storages input to pass to a BindGroup.
OptionalbindingsThe label of the Material, sent to various GPU objects for debugging purpose.
Shaders 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.
Options used to create this Material.