构造函数
材质参数
可选crestFoam?: number波峰泡沫判断阈值,范围0-1,默认为0.70
可选crestFoamColor?: number[]波峰泡沫颜色,默认为[0.3, 0.3, 0.6]
可选depthSoftness?: number水深渐变过渡,默认为5
可选foamDepthSoftness?: number泡沫在水深维度上的衰减程度,默认为1
可选foamScale?: number泡沫贴图缩放比例,默认为100
可选foamSoftness?: number泡沫边缘模糊程度,默认为3
可选foamSpeed?: number泡沫流动速度,默认为0.050
可选offsetScale?: number波浪扰动高度偏移,默认为1
可选specularStrength?: number高光闪耀强度,默认为1.5
可选timeScaleFactor?: number时间缩放因子,默认为0.001
可选useEnvMap?: boolean是否使用环境贴图,默认为true
可选uvScale?: numberUV缩放比例,默认为1000.0
可选waterColor?: number[]水体的主颜色(深水区域颜色),默认为[1/255, 46/255, 120/255]
Whether it's possible to override the material with Scene#overrideMaterial or not.
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.
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.
Represents the alpha value of the constant blend color.
This property has only an effect when using custom blending with ConstantAlpha or OneMinusConstantAlpha.
Represents the RGB values of the constant blend color.
This property has only an effect when using custom blending with ConstantColor or OneMinusConstantColor.
Defines the blending destination factor.
Defines the blending destination alpha factor.
Defines the blending equation.
Defines the blending equation of the alpha channel.
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.
Defines the blending source factor.
Defines the blending source alpha factor.
Changes the behavior of clipping planes so that only their intersection is clipped, rather than their union.
Defines whether this material supports clipping; true to let the renderer
pass the clippingPlanes uniform.
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.
Defines whether to clip shadows according to the clipping planes specified on this material.
Whether to render the material's color.
This can be used in conjunction with Object3D#renderOder to create invisible objects that occlude other objects.
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.
Defines the depth function.
Whether to have depth test enabled when rendering this material. When the depth test is disabled, the depth write will also be implicitly disabled.
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.
Whether to apply dithering to the color to remove the appearance of banding.
This object allows to enable certain WebGL 2 extensions.
true to use vertex shader clippingtrue to use vertex shader multi_draw / enable gl_DrawIDWhether 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.
Defines the GLSL version of custom shader code.
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.
只读isThis flag can be used for type testing.
只读isThis flag can be used for type testing.
Controls line thickness or lines.
WebGL and WebGPU ignore this setting and always render line primitives with a width of one pixel.
The name of the material.
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.
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.
Specifies a scale factor that is used to create a variable depth offset for each polygon.
Is multiplied by an implementation-specific value to create a constant depth offset.
Override the renderer's default precision for this material.
Whether to premultiply the alpha (transparency) value.
Defines which side of faces cast shadows. If null, the side casting shadows
is determined as follows:
FrontSide, the back side cast shadows.BackSide, the front side cast shadows.DoubleSide, both sides cast shadows.Defines which side of faces will be rendered - front, back or both.
Which stencil operation to perform when the comparison function returns false.
The stencil comparison function to use.
The bit mask to use when comparing against the stencil buffer.
The value to use when performing stencil comparisons or stencil operations.
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.
The bit mask to use when writing to the stencil buffer.
Which stencil operation to perform when the comparison function returns
true but the depth test fails.
Which stencil operation to perform when the comparison function returns
true and the depth test passes.
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.
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.
An array holding uniforms groups for configuring UBOs.
Can be used to force a uniform update while changing uniforms in Object3D#onBeforeRender.
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.
只读uuidThe UUID of the material.
只读versionThis starts at 0 and counts how many times Material#needsUpdate is set to true.
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.
Defines whether 3D objects using this material are visible.
Renders the geometry as a wireframe.
Controls the thickness of the wireframe.
WebGL and WebGPU ignore this property and always render 1 pixel wide lines.
Adds a listener to an event type.
The type of event to listen to.
The function that gets called when the event is fired.
Returns a new material with copied values from this instance.
A clone of this instance.
Copies the values of the given material to this instance.
The material to copy.
A reference to this instance.
In case Material#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 for this material as needed.
This method can only be used when rendering with WebGLRenderer.
The custom program cache key.
释放资源 清理所有纹理和缓存
Checks if listener is added to an event type.
The type of event to listen to.
The function that gets called when the event is fired.
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.
This method can only be used when rendering with WebGLRenderer. The
recommended approach when customizing materials is to use WebGPURenderer with the new
Node Material system and [TSL]https://github.com/mrdoob/three.js/wiki/Three.js-Shading-Language.
A reference to the renderer.
Removes a listener from an event type.
The type of the listener that gets removed.
The listener function that gets removed.
This method can be used to set default values from parameter objects. It is a generic implementation so it can be used with different types of materials.
可选values: MaterialParametersThe material values to set.
控制波峰泡沫的判断阈值,1最大,默认0.7
设置波峰泡沫的判断阈值
波峰泡沫阈值,范围0-1
波峰泡沫颜色
设置波峰泡沫颜色
RGB颜色数组,范围0-1
控制水深渐变过渡,默认为5
设置水深渐变过渡
水深渐变过渡值
控制泡沫在水深维度上的衰减程度,泡沫从深度为0到foamDepthSoftness范围衰减,默认为1
设置泡沫在水深维度上的衰减程度
泡沫深度衰减值
控制泡沫贴图缩放比例,默认为100
设置泡沫贴图缩放比例
泡沫贴图缩放比例
控制泡沫边缘模糊的程度
设置泡沫边缘模糊的程度
泡沫边缘模糊值
控制泡沫的流动速度(用于 tFoamNoise 采样偏移)
设置泡沫的流动速度
泡沫流动速度
控制波浪扰动高度偏移,默认为1
设置波浪扰动高度偏移
波浪扰动高度偏移
高光闪耀强度
设置高光闪耀强度
高光强度值
水体样式
设置水系样式,默认为lake
样式名称,只接受'river', 'lake', 'ocean'
时间缩放因子
设置时间缩放因子
时间缩放因子
是否使用环境贴图
设置是否使用环境贴图
是否启用环境贴图
UV缩放比例
设置UV缩放比例
UV缩放比例
水体的主颜色(深水区域颜色)
设置水体的主颜色(深水区域颜色)
RGB颜色数组,范围0-1
水体材质,用于模拟真实的水面效果。
支持水下折射、岸边泡沫、菲涅耳反射、水体深度渐变、焦散等复杂水面光照效果。
示例