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
texturesOptional
domArray of already created DOMTexture to be used by this Material
Whether this RenderMaterial should implicitly use the renderer camera 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 RenderMaterial
Cull mode to use with this RenderMaterial
The sampleCount of the RenderPass onto which we'll be drawing. Set internally.
Array of one or multiple targets properties.
Each target should be an object with the optional format, blend and writeMask properties.
The format property will be internally patched to match the output RenderPass target (default to the renderer preferred format).
If defined, the blend property can override the default transparent blending if set.
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)
Base parameters used to create a RenderMaterial