Const
The mesh renderer entity containing the primitive
The primitive to change the material for
The new material to assign to the primitive
Creates a Classic Uber material for traditional non-PBR rendering. This material is suitable for classic shading models and legacy content.
Configuration object for the Classic material
Additional name suffix for the material
Enable lighting calculations
Enable morph target animation support
Enable shadow mapping support
Enable skeletal animation support
Maximum number of material instances
A configured Classic Uber Material instance
Creates a material for color grading using LUT (Look-Up Table) textures. This material applies color correction and grading effects using 3D LUT textures.
Configuration object for the color grading material
Optional
additionalAdditional name suffix for the material
Optional
colorNumber of color attachments
Optional
maxMaximum number of material instances
Optional
texture?: TexturePre-loaded LUT texture
Optional
uri?: stringURI path to the LUT texture
The render pass to apply color grading to
A configured Color Grading using LUTs Material instance
Creates a material for encoding depth values into color channels. This material is used for depth-based effects and shadow mapping.
Configuration object for the depth encode material
Additional name suffix for the material
Power value for depth encoding (affects depth precision)
Enable skeletal animation support
Maximum number of material instances
A configured Depth Encode Material instance
Creates a material for encoding depth moments for variance shadow mapping. This material generates depth and depth-squared values for soft shadow techniques.
Configuration object for the depth moment material
Additional name suffix for the material
Enable morph target animation support
Enable skeletal animation support
Maximum number of material instances
A configured Depth Moment Encode Material instance
Creates a material for detecting high luminance areas in textures. This material is typically used in HDR rendering pipelines for bloom effects.
Configuration object for the high luminance detection material
Additional name suffix for the material
Maximum number of material instances
The texture to analyze for high luminance areas
A configured Detect High Luminance Material instance
Creates a material for outputting entity unique identifiers to render targets. This material is used for object picking and selection by rendering entity IDs.
Configuration object for the entity UID output material
Additional name suffix for the material
Maximum number of material instances
A configured Entity UID Output Material instance
Creates a material for rendering environment constant colors. This material is typically used for skyboxes or environment background rendering.
Configuration object for the environment material
Additional name suffix for the material
Whether to convert output to sRGB color space
Maximum number of material instances
A configured Environment Constant Material instance
Creates a FXAA (Fast Approximate Anti-Aliasing) post-processing material. This material applies FXAA3 quality anti-aliasing to reduce edge aliasing.
Configuration object for the FXAA material
Additional name suffix for the material
Maximum number of material instances
A configured FXAA3 Quality Material instance
Creates a flat shading material with uniform color rendering. This material renders objects with flat, unlit colors without lighting calculations.
Configuration object for the flat material
Additional name suffix for the material
Enable morph target animation support
Enable skeletal animation support
Maximum number of material instances
A configured Flat Material instance
Creates a furnace test material for validating material energy conservation. This material is used for testing purposes to ensure materials conserve energy properly.
Configuration object for the furnace test material
Additional name suffix for the material
Maximum number of material instances
A configured Furnace Test Material instance
Creates a material for gamma correction post-processing. This material applies gamma correction to convert linear color space to sRGB.
Configuration object for the gamma correction material
Additional name suffix for the material
Maximum number of material instances
A configured Gamma Correction Material instance
Creates a material for Gaussian blur applied to encoded depth textures. This material is used for creating soft shadows by blurring depth maps.
Configuration object for the Gaussian blur material
Additional name suffix for the material
Maximum number of material instances
A configured Gaussian Blur for Encoded Depth Material instance
Creates a material for Gaussian blur post-processing effects. This material applies Gaussian blur for various effects like depth of field or bloom.
Configuration object for the Gaussian blur material
Additional name suffix for the material
Maximum number of material instances
A configured Gaussian Blur Material instance
Creates an MToon 0.x material for VRM character rendering with toon shading. This material implements the MToon 0.x specification for anime/toon-style rendering.
Configuration object for the MToon 0.x material
Optional
additionalAdditional name suffix for the material
Optional
debugDebug mode settings
Optional
isEnable lighting calculations
Optional
isEnable morph target animation support
Optional
isEnable outline rendering
Optional
isEnable skeletal animation support
Optional
makeWhether to convert output to sRGB color space
Optional
materialMToon material property definitions
Optional
maxMaximum number of material instances
Optional
samplers?: Sampler[]Array of texture samplers
Optional
textures?: any[]Array of textures used by the material
Optional
useUse tangent attributes for normal mapping
A configured MToon 0.x Material instance
Creates an MToon 1.0 material for VRM 1.0 character rendering with enhanced toon shading. This material implements the MToon 1.0 specification with improved features over 0.x.
Configuration object for the MToon 1.0 material
Optional
additionalAdditional name suffix for the material
Optional
debugDebug mode settings
Optional
isEnable lighting calculations
Optional
isEnable morph target animation support
Optional
isEnable outline rendering
Optional
isEnable skeletal animation support
Optional
makeWhether to convert output to sRGB color space
MToon 1.0 material JSON definition
Optional
maxMaximum number of material instances
Optional
samplers?: Sampler[]Array of texture samplers
Optional
textures?: any[]Array of textures used by the material
Optional
useUse tangent attributes for normal mapping
A configured MToon 1.0 Material instance
Creates a Material Capture (MatCap) material for stylized lighting effects. This material uses a material capture texture to simulate lighting without actual light sources.
Configuration object for the MatCap material
Optional
additionalAdditional name suffix for the material
Optional
isEnable skeletal animation support
Optional
maxMaximum number of material instances
Optional
sampler?: SamplerTexture sampler for the MatCap texture
Optional
texture?: TexturePre-loaded MatCap texture
Optional
uri?: stringURI path to the MatCap texture
A configured MatCap Material instance
Creates a new material with the specified material content and maximum instances. This function automatically manages material grouping when instance limits are reached.
The material content that defines the material's properties and shaders
Optional
maxInstancesNumber: numberThe maximum number of instances that can use this material
A newly created Material instance
Creates a material for converting panoramic textures to cube map format. This material transforms equirectangular panoramic images into cube map textures.
Configuration object for the panorama to cube material
Additional name suffix for the material
Maximum number of material instances
A configured Panorama to Cube Material instance
Creates a material for encoding depth moments in paraboloid projection. This material is used for omnidirectional shadow mapping with paraboloid projections.
Configuration object for the paraboloid depth material
Additional name suffix for the material
Enable morph target animation support
Enable skeletal animation support
Maximum number of material instances
A configured Paraboloid Depth Moment Encode Material instance
Creates a PBR (Physically Based Rendering) Uber material with extensive feature support. This is a comprehensive material that supports various PBR extensions and features.
Configuration object for the PBR material
Additional name suffix for the material
Enable anisotropy extension (KHR_materials_anisotropy)
Enable clear coat extension (KHR_materials_clearcoat)
Enable diffuse transmission extension
Enable dispersion extension (KHR_materials_dispersion)
Enable emissive texture support
Enable emissive strength extension
Enable iridescence extension (KHR_materials_iridescence)
Enable lighting calculations
Enable morph target animation support
Enable ambient occlusion texture support
Enable shadow mapping support
Enable sheen extension (KHR_materials_sheen)
Enable skeletal animation support
Enable specular extension (KHR_materials_specular)
Enable transmission extension (KHR_materials_transmission)
Enable volume extension (KHR_materials_volume)
Maximum number of material instances
Enable normal texture support
Use tangent attributes for normal mapping
A configured PBR Uber Material instance
Creates a material for prefiltering IBL (Image-Based Lighting) environment maps. This material generates prefiltered mipmap levels for environment map reflections.
Configuration object for the IBL prefilter material
Additional name suffix for the material
Maximum number of material instances
A configured Prefilter IBL Material instance
Creates a material for decoding classic shadow maps in the rendering pipeline. This material applies shadow mapping techniques to create realistic shadows.
Configuration object for the shadow map decode material
Additional name suffix for the material
Number of color attachments
Enable debugging features
Enable lighting calculations
Enable morph target animation support
Enable skeletal animation support
Maximum number of material instances
The render pass that encodes depth information
A configured Shadow Map Decode Classic Material instance
Creates a material for generating summed area tables from textures. This material is used for efficient area sampling and filtering operations.
Configuration object for the summed area table material
Additional name suffix for the material
Maximum number of material instances
A configured Summed Area Table Material instance
Creates a material for synthesizing HDR (High Dynamic Range) textures. This material combines multiple textures to create HDR content for advanced lighting.
Configuration object for the HDR synthesis material
Optional
additionalAdditional name suffix for the material
Optional
maxMaximum number of material instances
Array of textures to synthesize into HDR
A configured Synthesize HDR Material instance
Creates a material for tone mapping HDR content to LDR display. This material converts high dynamic range colors to displayable range using tone mapping algorithms.
Configuration object for the tone mapping material
Additional name suffix for the material
Maximum number of material instances
A configured Tone Mapping Material instance
Creates a material for decoding variance shadow maps with classic single-pass rendering. This material implements variance shadow mapping for soft shadow effects.
Configuration object for the variance shadow map material
Optional
additionalAdditional name suffix for the material
Optional
colorNumber of depth color attachments
Optional
colorNumber of squared depth color attachments
Optional
depthCamera component for depth calculations
Optional
isEnable debugging features
Optional
isEnable lighting calculations
Optional
isEnable morph target animation support
Optional
isEnable skeletal animation support
Optional
maxMaximum number of material instances
Array of render passes that encode depth information
A configured Variance Shadow Map Decode Classic Material instance
Forces recreation of a material with the specified content, bypassing compatibility checks. Use this when you need to ensure a completely fresh material instance.
The material content for the new material
Optional
maxInstancesNumber: numberThe maximum number of instances for the material
A newly recreated Material instance
Reuses an existing custom material or recreates it with new shader code. This function optimizes performance by reusing materials when possible while allowing shader updates.
The existing material to potentially reuse
Vertex shader source code string
Pixel/fragment shader source code string
Configuration object for the custom material
Enable lighting calculations
Enable morph target animation support
Enable skeletal animation support
Maximum number of material instances
A reused or newly created Custom Material instance
Changes the material assigned to a specific primitive on an entity. This function updates the primitive's material and triggers necessary render state updates.