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 GPUPipelineBase | pipeline asynchronously or not
Optional
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
Optional
renderingrender options to send to the GPUPipelineBase | pipeline
Options used to create this RenderMaterial