Optional
uniformsUniforms input to pass to a BindGroup.
Optional
storagesRead only or read/write storages input to pass to a BindGroup.
Optional
bindingsOptional
labelThe label of the Material, sent to various GPU objects for debugging purpose.
Optional
shadersShaders to use with this Material.
Optional
useWhether to compile the Material GPURenderPipeline or GPUComputePipeline asynchronously or not.
Optional
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.
Optional
useWhether this RenderMaterial should implicitly use the renderer camera and lights bind group.
Optional
transparentWhether this RenderMaterial should be treated as transparent. Impacts the render pipeline blend property.
Optional
depthWhether this RenderMaterial should write to the depth buffer.
Optional
depthWhether this RenderMaterial should enable depth write.
Optional
depthDepth function to use with this RenderMaterial.
Optional
depthFormat of the depth texture to use with this RenderMateria.l
Optional
cullCull mode to use with this RenderMaterial.
Optional
sampleThe sampleCount of the RenderPass onto which we'll be drawing. Set internally.
Optional
verticesVertices order to be used by the render pipeline.
Optional
topologyTopology 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.
Parameters used to create a RenderMaterial.