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?:
        | 200
        | 201
        | 202
        | 203
        | 204
        | 205
        | 206
        | 207
        | 208
        | 209
        | 210
        | 211
        | 212
        | 213
        | 214;
    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

Properties

alphaHash?: boolean
alphaTest?: number
alphaToCoverage?: boolean
blendAlpha?: number
blendColor?: ColorRepresentation
blendDst?: BlendingDstFactor
blendDstAlpha?: number
blendEquation?: BlendingEquation
blendEquationAlpha?: number
blending?: Blending
blendSrc?:
    | 200
    | 201
    | 202
    | 203
    | 204
    | 205
    | 206
    | 207
    | 208
    | 209
    | 210
    | 211
    | 212
    | 213
    | 214
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