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Class SkyAtmosphereMaterial

Hierarchy

Index

Constructors

constructor

Properties

alphaTest

alphaTest: number

Sets the alpha value to be used when running an alpha test. Default is 0.

default

0

alphaToCoverage

alphaToCoverage: boolean

Enables alpha to coverage. Can only be used with MSAA-enabled rendering contexts.

default

false

blendDst

blendDst: BlendingDstFactor

Blending destination. It's one of the blending mode constants defined in Three.js. Default is {@link OneMinusSrcAlphaFactor}.

default

THREE.OneMinusSrcAlphaFactor

blendDstAlpha

blendDstAlpha: number | null

The tranparency of the .blendDst. Default is null.

default

null

blendEquation

blendEquation: BlendingEquation

Blending equation to use when applying blending. It's one of the constants defined in Three.js. Default is {@link AddEquation}.

default

THREE.AddEquation

blendEquationAlpha

blendEquationAlpha: number | null

The tranparency of the .blendEquation. Default is null.

default

null

blendSrc

blendSrc: BlendingSrcFactor | BlendingDstFactor

Blending source. It's one of the blending mode constants defined in Three.js. Default is {@link SrcAlphaFactor}.

default

THREE.SrcAlphaFactor

blendSrcAlpha

blendSrcAlpha: number | null

The tranparency of the .blendSrc. Default is null.

default

null

blending

blending: Blending

Which blending to use when displaying objects with this material. Default is {@link NormalBlending}.

default

THREE.NormalBlending

clipIntersection

clipIntersection: boolean

Changes the behavior of clipping planes so that only their intersection is clipped, rather than their union. Default is false.

default

false

clipShadows

clipShadows: boolean

Defines whether to clip shadows according to the clipping planes specified on this material. Default is false.

default

false

clipping

clipping: boolean
default

false

clippingPlanes

clippingPlanes: any

User-defined clipping planes specified as THREE.Plane objects in world space. These planes apply to the objects this material is attached to. Points in space whose signed distance to the plane is negative are clipped (not rendered). See the WebGL / clipping /intersection example. Default is null.

default

null

colorWrite

colorWrite: boolean

Whether to render the material's color. This can be used in conjunction with a mesh's .renderOrder property to create invisible objects that occlude other objects. Default is true.

default

true

defaultAttributeValues

defaultAttributeValues: any
default

{ 'color': [ 1, 1, 1 ], 'uv': [ 0, 0 ], 'uv2': [ 0, 0 ] }

defines

defines: {}
default

{}

Type declaration

  • [key: string]: any

depthFunc

depthFunc: DepthModes

Which depth function to use. Default is {@link LessEqualDepth}. See the depth mode constants for all possible values.

default

THREE.LessEqualDepth

depthTest

depthTest: boolean

Whether to have depth test enabled when rendering this material. Default is true.

default

true

depthWrite

depthWrite: boolean

Whether rendering this material has any effect on the depth buffer. Default is true. When drawing 2D overlays it can be useful to disable the depth writing in order to layer several things together without creating z-index artifacts.

default

true

derivatives

derivatives: any
deprecated

Use {@link ShaderMaterial#extensions.derivatives extensions.derivatives} instead.

dithering

dithering: boolean

Whether to apply dithering to the color to remove the appearance of banding. Default is false.

default

false

extensions

extensions: { derivatives: boolean; drawBuffers: boolean; fragDepth: boolean; shaderTextureLOD: boolean }
default

{ derivatives: false, fragDepth: false, drawBuffers: false, shaderTextureLOD: false }

Type declaration

  • derivatives: boolean
  • drawBuffers: boolean
  • fragDepth: boolean
  • shaderTextureLOD: boolean

fog

fog: boolean
default

false

fragmentShader

fragmentShader: string

glslVersion

glslVersion: GLSLVersion | null
default

null

id

id: number

Unique number of this material instance.

index0AttributeName

index0AttributeName: string | undefined
default

undefined

Readonly isMaterial

isMaterial: true

Used to check whether this or derived classes are materials. Default is true. You should not change this, as it used internally for optimisation.

isShaderMaterial

isShaderMaterial: boolean

lights

lights: boolean
default

false

linewidth

linewidth: number
default

1

morphNormals

morphNormals: boolean
default

false

morphTargets

morphTargets: boolean
default

false

name

name: string

Material name. Default is an empty string.

default

''

needsUpdate

needsUpdate: boolean

Specifies that the material needs to be updated, WebGL wise. Set it to true if you made changes that need to be reflected in WebGL. This property is automatically set to true when instancing a new material.

default

false

opacity

opacity: number

Opacity. Default is 1.

default

1

polygonOffset

polygonOffset: boolean

Whether to use polygon offset. Default is false. This corresponds to the POLYGON_OFFSET_FILL WebGL feature.

default

false

polygonOffsetFactor

polygonOffsetFactor: number

Sets the polygon offset factor. Default is 0.

default

0

polygonOffsetUnits

polygonOffsetUnits: number

Sets the polygon offset units. Default is 0.

default

0

precision

precision: "highp" | "mediump" | "lowp" | null

Override the renderer's default precision for this material. Can be "highp", "mediump" or "lowp". Defaults is null.

default

null

premultipliedAlpha

premultipliedAlpha: boolean

Whether to premultiply the alpha (transparency) value. See WebGL / Materials / Transparency for an example of the difference. Default is false.

default

false

shadowSide

shadowSide: Side

Defines which of the face sides will cast shadows. Default is null*. If *null, the value is opposite that of side, above.

default

null

side

side: Side

Defines which of the face sides will be rendered - front, back or both. Default is THREE.FrontSide. Other options are THREE.BackSide and THREE.DoubleSide.

default

THREE.FrontSide

stencilFail

stencilFail: StencilOp

Which stencil operation to perform when the comparison function returns false. Default is {@link KeepStencilOp}. See the stencil operation constants for all possible values.

default

THREE.KeepStencilOp

stencilFunc

stencilFunc: StencilFunc

The stencil comparison function to use. Default is {@link AlwaysStencilFunc}. See stencil operation constants for all possible values.

default

THREE.AlwaysStencilFunc

stencilFuncMask

stencilFuncMask: number

The bit mask to use when comparing against the stencil buffer. Default is 0xFF.

default

0xff

stencilRef

stencilRef: number

The value to use when performing stencil comparisons or stencil operations. Default is 0.

default

0

stencilWrite

stencilWrite: boolean

Whether rendering this material has any effect on the stencil buffer. Default is false.

default

false

stencilWriteMask

stencilWriteMask: number

The bit mask to use when writing to the stencil buffer. Default is 0xFF.

default

0xff

stencilZFail

stencilZFail: StencilOp

Which stencil operation to perform when the comparison function returns true but the depth test fails. Default is {@link KeepStencilOp}. See the stencil operation constants for all possible values.

default

THREE.KeepStencilOp

stencilZPass

stencilZPass: StencilOp

Which stencil operation to perform when the comparison function returns true and the depth test passes. Default is {@link KeepStencilOp}. See the stencil operation constants for all possible values.

default

THREE.KeepStencilOp

toneMapped

toneMapped: boolean

Defines whether this material is tone mapped according to the renderer's toneMapping setting. Default is true.

default

true

transparent

transparent: boolean

Defines whether this material is transparent. This has an effect on rendering as transparent objects need special treatment and are rendered after non-transparent objects. When set to true, the extent to which the material is transparent is controlled by setting it's .opacity property. Default is false.

default

false

type

type: string
default

'ShaderMaterial'

uniforms

uniforms: {}
default

{}

Type declaration

  • [uniform: string]: IUniform

uniformsNeedUpdate

uniformsNeedUpdate: boolean
default

false

userData

userData: any

An object that can be used to store custom data about the Material. It should not hold references to functions as these will not be cloned.

default

{}

uuid

uuid: string

UUID of this material instance. This gets automatically assigned, so this shouldn't be edited.

version

version: number

This starts at 0 and counts how many times .needsUpdate is set to true.

default

0

vertexColors

vertexColors: boolean

Defines whether vertex coloring is used. Default is false.

default

false

vertexShader

vertexShader: string

visible

visible: boolean

Defines whether this material is visible. Default is true.

default

true

wireframe

wireframe: boolean
default

false

wireframeLinewidth

wireframeLinewidth: number
default

1

Accessors

innerRadius

  • get innerRadius(): number
  • set innerRadius(radius: number): void

outerRadius

  • get outerRadius(): number
  • set outerRadius(radius: number): void

Methods

addEventListener

  • addEventListener(type: string, listener: (event: Event) => void): void
  • Adds a listener to an event type.

    Parameters

    • type: string

      The type of event to listen to.

    • listener: (event: Event) => void

      The function that gets called when the event is fired.

        • (event: Event): void
        • Parameters

          • event: Event

          Returns void

    Returns void

clone

  • clone(): this
  • Return a new material with the same parameters as this material.

    Returns this

copy

  • copy(material: Material): this
  • Copy the parameters from the passed material into this material.

    Parameters

    • material: Material

    Returns this

customProgramCacheKey

  • customProgramCacheKey(): string
  • In case onBeforeCompile is used, this callback can be used to identify values of settings used in onBeforeCompile, so three.js can reuse a cached shader or recompile the shader as needed.

    Returns string

dispatchEvent

  • dispatchEvent(event: { type: string }): void
  • Fire an event type.

    Parameters

    • event: { type: string }
      • [attachment: string]: any
      • type: string

    Returns void

dispose

  • dispose(): void
  • This disposes the material. Textures of a material don't get disposed. These needs to be disposed by {@link Texture}.

    Returns void

hasEventListener

  • hasEventListener(type: string, listener: (event: Event) => void): boolean
  • Checks if listener is added to an event type.

    Parameters

    • type: string

      The type of event to listen to.

    • listener: (event: Event) => void

      The function that gets called when the event is fired.

        • (event: Event): void
        • Parameters

          • event: Event

          Returns void

    Returns boolean

invalidateFog

  • invalidateFog(): void

onBeforeCompile

  • onBeforeCompile(shader: Shader, renderer: WebGLRenderer): void
  • An optional callback that is executed immediately before the shader program is compiled. This function is called with the shader source code as a parameter. Useful for the modification of built-in materials.

    Parameters

    • shader: Shader

      Source code of the shader

    • renderer: WebGLRenderer

      WebGLRenderer Context that is initializing the material

    Returns void

removeEventListener

  • removeEventListener(type: string, listener: (event: Event) => void): void
  • Removes a listener from an event type.

    Parameters

    • type: string

      The type of the listener that gets removed.

    • listener: (event: Event) => void

      The listener function that gets removed.

        • (event: Event): void
        • Parameters

          • event: Event

          Returns void

    Returns void

setDynamicLighting

  • setDynamicLighting(enableLighting: boolean): void

setOpacity

  • setOpacity(opacity?: undefined | number): void

setValues

  • setValues(parameters: ShaderMaterialParameters): void
  • Parameters

    • parameters: ShaderMaterialParameters

    Returns void

toJSON

  • toJSON(meta: any): any

updateUniforms

  • updateUniforms(shaderMaterial: ShaderMaterial, object: Object3D, camera: Camera, lightDirection: Vector3): void
  • Updates the uniform data of a material used to render an atmosphere.

    This includes only uniforms that may change frame by frame, other uniforms are accessed with convenient material setters and getters.

    Parameters

    • shaderMaterial: ShaderMaterial

      Material which uniforms will be updated.

    • object: Object3D
    • camera: Camera

      Camera used in rendering.

    • lightDirection: Vector3

      The light directional vector in world space.

    Returns void

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