Optional
uniformsUniforms input to pass to a BindGroup.
Optional
storagesRead only or read/write storages input to pass to a BindGroup.
Optional
bindingsOptional
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.
Whether this RenderMaterial should implicitly use the renderer camera and lights bind group.
Whether this RenderMaterial should be treated as transparent. Impacts the render pipeline blend property.
Whether this RenderMaterial should write to the depth buffer.
Whether this RenderMaterial should enable depth write.
Depth function to use with this RenderMaterial.
Format of the depth texture to use with this RenderMateria.l
Cull mode to use with this RenderMaterial.
The sampleCount of the RenderPass onto which we'll be drawing. Set internally.
Vertices order to be used by the render pipeline.
Topology to use with this RenderMaterial, i.e. whether to draw triangles or points (see https://www.w3.org/TR/webgpu/#enumdef-gpuprimitivetopology).
Optional
targetsOptional array of one or multiple targets properties. Format property will be patched internally.
Base parameters used to create a RenderMaterial.