shamansir / elm-aframe / AFrame.Components.Material

Material

shader : String -> AFrame.Properties.Property

Which material to use. Defaults to the standard material. Can be set to the flat material or to a registered custom shader material.

Default : standard

alphaTest : Basics.Float -> AFrame.Properties.Property

Alpha test threshold for transparency.

Default : 0

depthTest : Basics.Bool -> AFrame.Properties.Property

Whether depth testing is enabled when rendering the material.

Default : true

blending : AFrame.Variants.Blending.Blending -> AFrame.Properties.Property

The blending mode for the material’s RGB and Alpha sent to the WebGLRenderer. Can be one of none, normal, additive, subtractive or multiply.

Default : normal

dithering : Basics.Bool -> AFrame.Properties.Property

Whether material is dithered with noise. Removes banding from gradients like ones produced by lighting.

Default : true

flatShading : Basics.Bool -> AFrame.Properties.Property

Use THREE.FlatShading rather than THREE.StandardShading.

Default : false

offset : Basics.Float -> Basics.Float -> AFrame.Properties.Property

Texture offset to be used.

Default : {x: 0, y: 0}

opacity : Basics.Float -> AFrame.Properties.Property

Extent of transparency. If the transparent property is not true, then the material will remain opaque and opacity will only affect color.

Default : 1.0

repeat : Basics.Float -> Basics.Float -> AFrame.Properties.Property

Texture repeat to be used.

Default : {x: 1, y: 1}

side : AFrame.Variants.Side.Side -> AFrame.Properties.Property

Which sides of the mesh to render. Can be one of front, back, or double.

Default : front

transparent : Basics.Bool -> AFrame.Properties.Property

Whether material is transparent. Transparent entities are rendered after non-transparent entities.

Default : false

npot : Basics.Bool -> AFrame.Properties.Property

Use settings for non-power-of-two (NPOT) texture.

Default : false

vertexColors : AFrame.Variants.VertexColors.VertexColors -> AFrame.Properties.Property

Whether to use vertex or face colors to shade the material. Can be one of none, vertex, or face.

Default : none

visible : Basics.Bool -> AFrame.Properties.Property

Whether material is visible. Raycasters will ignore invisible materials.

Default : true