OptionaluniformsUniforms input to pass to a BindGroup.
OptionalstoragesRead only or read/write storages input to pass to a BindGroup.
OptionalbindingsOptionalbindArray of already created bind groups to be used by this Material.
OptionalsamplersOptionaltexturesArray 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
A number representing a constant depth bias that is added to each fragment. Default to 0.
A number representing the maximum depth bias of a fragment. Default to 0.
A number representing a depth bias that scales with the fragment's slope. Default to 0.
OptionalstencilDefine the stencil operations to use if any.
Defines how stencil comparisons and operations are performed for front-facing primitives.
Optionalback?: GPUStencilFaceStateDefines how stencil comparisons and operations are performed for back-facing primitives. If undefined, will fall back to front values.
OptionalstencilReference?: numberSet the GPURenderPassEncoder stencil reference value used during stencil tests if any. Default to 0x000000 if a stencil is used.
OptionalstencilReadMask?: numberA bitmask controlling which stencil value bits are read when performing stencil comparison tests. Default to 0xFFFFFF.
OptionalstencilWriteMask?: numberA bitmask controlling which stencil value bits are written to when performing stencil comparison tests. Default to 0xFFFFFF.
The sampleCount of the RenderPass onto which we'll be drawing. Set internally.
When true indicates that a fragment's alpha channel should be used to generate a sample
coverage mask. Default to false.
Mask determining which samples are written to. Default to 0xFFFFFFFF.
Cull mode to use with this RenderMaterial.
OptionalunclippedIf true, indicates that depth clipping is disabled.
Requires the depth-clip-control feature to be enabled. Default to false.
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).
OptionaltargetsOptional array of one or multiple targets properties. Format property will be patched internally.
Base parameters used to create a RenderMaterial.