@pixiv/three-vrm
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    Interface MToonMaterialParameters

    interface MToonMaterialParameters {
        allowOverride?: boolean;
        alphaHash?: boolean;
        alphaTest?: number;
        alphaToCoverage?: boolean;
        blendAlpha?: number;
        blendColor?: ColorRepresentation;
        blendDst?: BlendingDstFactor;
        blendDstAlpha?: null | BlendingDstFactor;
        blendEquation?: BlendingEquation;
        blendEquationAlpha?: null | BlendingEquation;
        blending?: Blending;
        blendSrc?: BlendingSrcFactor;
        blendSrcAlpha?: null | BlendingSrcFactor;
        clipIntersection?: boolean;
        clipping?: boolean;
        clippingPlanes?: null | Plane[];
        clipShadows?: boolean;
        color?: Color;
        colorWrite?: boolean;
        debugMode?: MToonMaterialDebugMode;
        defaultAttributeValues?: {
            color: [number, number, number];
            uv: [number, number];
            uv1: [number, number];
        };
        defines?: { [key: string]: any };
        depthFunc?: DepthModes;
        depthTest?: boolean;
        depthWrite?: boolean;
        dithering?: boolean;
        emissive?: Color;
        emissiveIntensity?: number;
        emissiveMap?: Texture;
        extensions?: { clipCullDistance: boolean; multiDraw: boolean };
        fog?: boolean;
        forceSinglePass?: boolean;
        fragmentShader?: string;
        giEqualizationFactor?: number;
        glslVersion?: null | GLSLVersion;
        ignoreVertexColor?: boolean;
        index0AttributeName?: string;
        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 | "lowp" | "mediump" | "highp";
        premultipliedAlpha?: boolean;
        rimLightingMixFactor?: number;
        rimMultiplyTexture?: Texture;
        shadeColorFactor?: Color;
        shadeMultiplyTexture?: Texture;
        shadingShiftFactor?: number;
        shadingShiftTexture?: Texture;
        shadingShiftTextureScale?: number;
        shadingToonyFactor?: number;
        shadowSide?: null | 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[];
        uniformsNeedUpdate?: boolean;
        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

    Properties

    allowOverride?: boolean

    Whether it's possible to override the material with Scene#overrideMaterial or not.

    true
    
    alphaHash?: boolean

    Enables alpha hashed transparency, an alternative to Material#transparent or Material#alphaTest. The material will not be rendered if opacity is lower than a random threshold. Randomization introduces some grain or noise, but approximates alpha blending without the associated problems of sorting. Using TAA can reduce the resulting noise.

    false
    
    alphaTest?: number
    alphaToCoverage?: boolean

    Whether alpha to coverage should be enabled or not. Can only be used with MSAA-enabled contexts (meaning when the renderer was created with antialias parameter set to true). Enabling this will smooth aliasing on clip plane edges and alphaTest-clipped edges.

    false
    
    blendAlpha?: number

    Represents the alpha value of the constant blend color.

    This property has only an effect when using custom blending with ConstantAlpha or OneMinusConstantAlpha.

    0
    
    blendColor?: ColorRepresentation

    Represents the RGB values of the constant blend color.

    This property has only an effect when using custom blending with ConstantColor or OneMinusConstantColor.

    (0,0,0)
    
    blendDst?: BlendingDstFactor

    Defines the blending destination factor.

    OneMinusSrcAlphaFactor
    
    blendDstAlpha?: null | BlendingDstFactor

    Defines the blending destination alpha factor.

    null
    
    blendEquation?: BlendingEquation

    Defines the blending equation.

    AddEquation
    
    blendEquationAlpha?: null | BlendingEquation

    Defines the blending equation of the alpha channel.

    null
    
    blending?: Blending

    Defines the blending type of the material.

    It must be set to CustomBlending if custom blending properties like Material#blendSrc, Material#blendDst or Material#blendEquation should have any effect.

    NormalBlending
    
    blendSrc?: BlendingSrcFactor

    Defines the blending source factor.

    SrcAlphaFactor
    
    blendSrcAlpha?: null | BlendingSrcFactor

    Defines the blending source alpha factor.

    null
    
    clipIntersection?: boolean

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

    false
    
    clipping?: boolean

    Defines whether this material supports clipping; true to let the renderer pass the clippingPlanes uniform.

    false
    
    clippingPlanes?: null | Plane[]

    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). This requires WebGLRenderer#localClippingEnabled to be true.

    null
    
    clipShadows?: boolean

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

    false
    
    color?: Color
    colorWrite?: boolean

    Whether to render the material's color.

    This can be used in conjunction with Object3D#renderOder to create invisible objects that occlude other objects.

    true
    

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

    See: MToonMaterialDebugMode

    defaultAttributeValues?: {
        color: [number, number, number];
        uv: [number, number];
        uv1: [number, number];
    }

    When the rendered geometry doesn't include these attributes but the material does, these default values will be passed to the shaders. This avoids errors when buffer data is missing.

    • color: [ 1, 1, 1 ]
    • uv: [ 0, 0 ]
    • uv1: [ 0, 0 ]
    defines?: { [key: string]: any }

    Defines custom constants using #define directives within the GLSL code for both the vertex shader and the fragment shader; each key/value pair yields another directive.

    defines: {
    FOO: 15,
    BAR: true
    }

    Yields the lines:

    #define FOO 15
    #define BAR true
    depthFunc?: DepthModes

    Defines the depth function.

    LessEqualDepth
    
    depthTest?: boolean

    Whether to have depth test enabled when rendering this material. When the depth test is disabled, the depth write will also be implicitly disabled.

    true
    
    depthWrite?: boolean

    Whether rendering this material has any effect on the depth buffer.

    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.

    true
    
    dithering?: boolean

    Whether to apply dithering to the color to remove the appearance of banding.

    false
    
    emissive?: Color
    emissiveIntensity?: number
    emissiveMap?: Texture
    extensions?: { clipCullDistance: boolean; multiDraw: boolean }

    This object allows to enable certain WebGL 2 extensions.

    • clipCullDistance: set to true to use vertex shader clipping
    • multiDraw: set to true to use vertex shader multi_draw / enable gl_DrawID
    fog?: boolean

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

    forceSinglePass?: boolean

    Whether double-sided, transparent objects should be rendered with a single pass or not.

    The engine renders double-sided, transparent objects with two draw calls (back faces first, then front faces) to mitigate transparency artifacts. There are scenarios however where this approach produces no quality gains but still doubles draw calls e.g. when rendering flat vegetation like grass sprites. In these cases, set the forceSinglePass flag to true to disable the two pass rendering to avoid performance issues.

    false
    
    fragmentShader?: string

    Fragment shader GLSL code. This is the actual code for the shader.

    giEqualizationFactor?: number
    glslVersion?: null | GLSLVersion

    Defines the GLSL version of custom shader code.

    null
    
    ignoreVertexColor?: boolean

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

    index0AttributeName?: string

    If set, this calls [gl.bindAttribLocation]https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bindAttribLocation to bind a generic vertex index to an attribute variable.

    undefined
    
    isOutline?: boolean

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

    lights?: boolean

    Defines whether this material uses lighting; true to pass uniform data related to lighting to this shader.

    false
    
    linewidth?: number

    Controls line thickness or lines.

    WebGL and WebGPU ignore this setting and always render line primitives with a width of one pixel.

    1
    
    map?: Texture
    matcapFactor?: Color
    matcapTexture?: Texture
    name?: string

    The name of the material.

    normalMap?: Texture
    normalScale?: Vector2
    opacity?: number

    Defines how transparent the material is. A value of 0.0 indicates fully transparent, 1.0 is fully opaque.

    If the Material#transparent is not set to true, the material will remain fully opaque and this value will only affect its color.

    1
    
    outlineColorFactor?: Color
    outlineLightingMixFactor?: number
    outlineWidthFactor?: number
    outlineWidthMultiplyTexture?: Texture
    parametricRimColorFactor?: Color
    parametricRimFresnelPowerFactor?: number
    parametricRimLiftFactor?: number
    polygonOffset?: boolean

    Whether to use polygon offset or not. When enabled, each fragment's depth value will be offset after it is interpolated from the depth values of the appropriate vertices. The offset is added before the depth test is performed and before the value is written into the depth buffer.

    Can be useful for rendering hidden-line images, for applying decals to surfaces, and for rendering solids with highlighted edges.

    false
    
    polygonOffsetFactor?: number

    Specifies a scale factor that is used to create a variable depth offset for each polygon.

    0
    
    polygonOffsetUnits?: number

    Is multiplied by an implementation-specific value to create a constant depth offset.

    0
    
    precision?: null | "lowp" | "mediump" | "highp"

    Override the renderer's default precision for this material.

    null
    
    premultipliedAlpha?: boolean

    Whether to premultiply the alpha (transparency) value.

    false
    
    rimLightingMixFactor?: number
    rimMultiplyTexture?: Texture
    shadeColorFactor?: Color
    shadeMultiplyTexture?: Texture
    shadingShiftFactor?: number
    shadingShiftTexture?: Texture
    shadingShiftTextureScale?: number
    shadingToonyFactor?: number
    shadowSide?: null | Side

    Defines which side of faces cast shadows. If null, the side casting shadows is determined as follows:

    • When Material#side is set to FrontSide, the back side cast shadows.
    • When Material#side is set to BackSide, the front side cast shadows.
    • When Material#side is set to DoubleSide, both sides cast shadows.
    null
    
    side?: Side

    Defines which side of faces will be rendered - front, back or both.

    FrontSide
    
    stencilFail?: StencilOp

    Which stencil operation to perform when the comparison function returns false.

    KeepStencilOp
    
    stencilFunc?: StencilFunc

    The stencil comparison function to use.

    AlwaysStencilFunc
    
    stencilFuncMask?: number

    The bit mask to use when comparing against the stencil buffer.

    0xff
    
    stencilRef?: number

    The value to use when performing stencil comparisons or stencil operations.

    0
    
    stencilWrite?: boolean

    Whether stencil operations are performed against the stencil buffer. In order to perform writes or comparisons against the stencil buffer this value must be true.

    false
    
    stencilWriteMask?: number

    The bit mask to use when writing to the stencil buffer.

    0xff
    
    stencilZFail?: StencilOp

    Which stencil operation to perform when the comparison function returns true but the depth test fails.

    KeepStencilOp
    
    stencilZPass?: StencilOp

    Which stencil operation to perform when the comparison function returns true and the depth test passes.

    KeepStencilOp
    
    toneMapped?: boolean

    Defines whether this material is tone mapped according to the renderer's tone mapping setting.

    It is ignored when rendering to a render target or using post processing or when using WebGPURenderer. In all these cases, all materials are honored by tone mapping.

    true
    
    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 Material#opacity.

    false
    
    transparentWithZWrite?: boolean

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

    uniforms?: { [uniform: string]: IUniform<any> }

    An object of the form:

    {
    "uniform1": { value: 1.0 },
    "uniform2": { value: 2 }
    }

    specifying the uniforms to be passed to the shader code; keys are uniform names, values are definitions of the form

    {
    value: 1.0
    }

    where value is the value of the uniform. Names must match the name of the uniform, as defined in the GLSL code. Note that uniforms are refreshed on every frame, so updating the value of the uniform will immediately update the value available to the GLSL code.

    uniformsGroups?: UniformsGroup[]

    An array holding uniforms groups for configuring UBOs.

    uniformsNeedUpdate?: boolean

    Can be used to force a uniform update while changing uniforms in Object3D#onBeforeRender.

    false
    
    userData?: Record<string, 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.

    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

    If set to true, vertex colors should be used.

    The engine supports RGB and RGBA vertex colors depending on whether a three (RGB) or four (RGBA) component color buffer attribute is used.

    false
    
    vertexShader?: string

    Vertex shader GLSL code. This is the actual code for the shader.

    visible?: boolean

    Defines whether 3D objects using this material are visible.

    true
    
    wireframe?: boolean

    Renders the geometry as a wireframe.

    false
    
    wireframeLinewidth?: number

    Controls the thickness of the wireframe.

    WebGL and WebGPU ignore this property and always render 1 pixel wide lines.

    1