@pixiv/three-vrm
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    Interface MToonMaterialParameters

    interface MToonMaterialParameters {
        alphaHash?: boolean;
        alphaTest?: number;
        alphaToCoverage?: boolean;
        blendAlpha?: number;
        blendColor?: ColorRepresentation;
        blendDst?: BlendingDstFactor;
        blendDstAlpha?: number;
        blendEquation?: BlendingEquation;
        blendEquationAlpha?: number;
        blending?: Blending;
        blendSrc?:
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        blendSrcAlpha?: number;
        clipIntersection?: boolean;
        clipping?: boolean;
        clippingPlanes?: Plane[];
        clipShadows?: boolean;
        color?: Color;
        colorWrite?: boolean;
        debugMode?: MToonMaterialDebugMode;
        defines?: any;
        depthFunc?: DepthModes;
        depthTest?: boolean;
        depthWrite?: boolean;
        dithering?: boolean;
        emissive?: Color;
        emissiveIntensity?: number;
        emissiveMap?: Texture;
        extensions?: { clipCullDistance?: boolean; multiDraw?: boolean };
        fog?: boolean;
        forceSinglePass?: boolean;
        format?: PixelFormat;
        fragmentShader?: string;
        giEqualizationFactor?: number;
        glslVersion?: GLSLVersion;
        ignoreVertexColor?: boolean;
        isOutline?: boolean;
        lights?: boolean;
        linewidth?: number;
        map?: Texture;
        matcapFactor?: Color;
        matcapTexture?: Texture;
        name?: string;
        normalMap?: Texture;
        normalScale?: Vector2;
        opacity?: number;
        outlineColorFactor?: Color;
        outlineLightingMixFactor?: number;
        outlineWidthFactor?: number;
        outlineWidthMode?: MToonMaterialOutlineWidthMode;
        outlineWidthMultiplyTexture?: Texture;
        parametricRimColorFactor?: Color;
        parametricRimFresnelPowerFactor?: number;
        parametricRimLiftFactor?: number;
        polygonOffset?: boolean;
        polygonOffsetFactor?: number;
        polygonOffsetUnits?: number;
        precision?: null | "highp" | "mediump" | "lowp";
        premultipliedAlpha?: boolean;
        rimLightingMixFactor?: number;
        rimMultiplyTexture?: Texture;
        shadeColorFactor?: Color;
        shadeMultiplyTexture?: Texture;
        shadingShiftFactor?: number;
        shadingShiftTexture?: Texture;
        shadingShiftTextureScale?: number;
        shadingToonyFactor?: number;
        shadowSide?: Side;
        side?: Side;
        stencilFail?: StencilOp;
        stencilFunc?: StencilFunc;
        stencilFuncMask?: number;
        stencilRef?: number;
        stencilWrite?: boolean;
        stencilWriteMask?: number;
        stencilZFail?: StencilOp;
        stencilZPass?: StencilOp;
        toneMapped?: boolean;
        transparent?: boolean;
        transparentWithZWrite?: boolean;
        uniforms?: { [uniform: string]: IUniform<any> };
        uniformsGroups?: UniformsGroup[];
        userData?: Record<string, any>;
        uvAnimationMaskTexture?: Texture;
        uvAnimationRotationSpeedFactor?: number;
        uvAnimationScrollXSpeedFactor?: number;
        uvAnimationScrollYSpeedFactor?: number;
        v0CompatShade?: boolean;
        vertexColors?: boolean;
        vertexShader?: string;
        visible?: boolean;
        wireframe?: boolean;
        wireframeLinewidth?: number;
    }

    Hierarchy

    • ShaderMaterialParameters
      • MToonMaterialParameters
    Index

    Properties

    alphaHash?: boolean
    alphaTest?: number
    alphaToCoverage?: boolean
    blendAlpha?: number
    blendColor?: ColorRepresentation
    blendDst?: BlendingDstFactor
    blendDstAlpha?: number
    blendEquation?: BlendingEquation
    blendEquationAlpha?: number
    blending?: Blending
    blendSrc?:
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    blendSrcAlpha?: number
    clipIntersection?: boolean
    clipping?: boolean
    clippingPlanes?: Plane[]
    clipShadows?: boolean
    color?: Color
    colorWrite?: boolean

    Debug mode for the material. You can visualize several components for diagnosis using debug mode.

    See: MToonMaterialDebugMode

    defines?: any
    depthFunc?: DepthModes
    depthTest?: boolean
    depthWrite?: boolean
    dithering?: boolean
    emissive?: Color
    emissiveIntensity?: number
    emissiveMap?: Texture
    extensions?: { clipCullDistance?: boolean; multiDraw?: boolean }
    fog?: boolean

    Whether the material is affected by fog. true by default.

    forceSinglePass?: boolean
    format?: PixelFormat
    fragmentShader?: string
    giEqualizationFactor?: number
    glslVersion?: GLSLVersion
    ignoreVertexColor?: boolean

    When this is true, vertex colors will be ignored. true by default.

    isOutline?: boolean

    It will draw its outline instead when it's true.

    lights?: boolean
    linewidth?: number
    map?: Texture
    matcapFactor?: Color
    matcapTexture?: Texture
    name?: string
    normalMap?: Texture
    normalScale?: Vector2
    opacity?: number
    outlineColorFactor?: Color
    outlineLightingMixFactor?: number
    outlineWidthFactor?: number
    outlineWidthMultiplyTexture?: Texture
    parametricRimColorFactor?: Color
    parametricRimFresnelPowerFactor?: number
    parametricRimLiftFactor?: number
    polygonOffset?: boolean
    polygonOffsetFactor?: number
    polygonOffsetUnits?: number
    precision?: null | "highp" | "mediump" | "lowp"
    premultipliedAlpha?: boolean
    rimLightingMixFactor?: number
    rimMultiplyTexture?: Texture
    shadeColorFactor?: Color
    shadeMultiplyTexture?: Texture
    shadingShiftFactor?: number
    shadingShiftTexture?: Texture
    shadingShiftTextureScale?: number
    shadingToonyFactor?: number
    shadowSide?: Side
    side?: Side
    stencilFail?: StencilOp
    stencilFunc?: StencilFunc
    stencilFuncMask?: number
    stencilRef?: number
    stencilWrite?: boolean
    stencilWriteMask?: number
    stencilZFail?: StencilOp
    stencilZPass?: StencilOp
    toneMapped?: boolean
    transparent?: boolean
    transparentWithZWrite?: boolean

    Enable depth buffer when renderMode is transparent. Will be processed in the constructor.

    uniforms?: { [uniform: string]: IUniform<any> }
    uniformsGroups?: UniformsGroup[]
    userData?: Record<string, any>
    uvAnimationMaskTexture?: Texture
    uvAnimationRotationSpeedFactor?: number
    uvAnimationScrollXSpeedFactor?: number
    uvAnimationScrollYSpeedFactor?: number
    v0CompatShade?: boolean

    There is a line of the shader called "comment out if you want to PBR absolutely" in VRM0.0 MToon. When this is true, the material enables the line to make it compatible with the legacy rendering of VRM. Usually not recommended to turn this on. false by default.

    vertexColors?: boolean
    vertexShader?: string
    visible?: boolean
    wireframe?: boolean
    wireframeLinewidth?: number