pbrMetallicRoughness.create | Creates a metallic-roughness material with the given color, metallic and roughness values, opacity, back-face culling and optional emissive color. |
pbrMetallicRoughness.getAlpha | Reads the opacity of a material, from 0 to 1. |
pbrMetallicRoughness.getBackFaceCulling | Reads whether a material skips the back of each face when drawing. |
pbrMetallicRoughness.getBaseColor | Reads the base color of a material as a hex string. |
pbrMetallicRoughness.getBaseTexture | Reads the image texture a material uses in place of its base color, if it has one. |
pbrMetallicRoughness.getMetallic | Reads how metallic a material is, from 0 to 1. |
pbrMetallicRoughness.getRoughness | Reads how rough a material's surface is, from 0 to 1. |
pbrMetallicRoughness.setAlpha | Changes the opacity of a material, from 0 for invisible to 1 for solid; values between make the surface see-through. |
pbrMetallicRoughness.setBackFaceCulling | Sets whether the back of each face is skipped when drawing; culling is faster, while drawing both sides shows the inside of open or single-sided meshes. |
pbrMetallicRoughness.setBaseColor | Changes the base color of a material, the color its surface has under white light, from a hex string. |
pbrMetallicRoughness.setBaseTexture | Gives a material an image texture that replaces its base color across the surface, as texture.createSimple makes one. |
pbrMetallicRoughness.setMetallic | Changes how metallic a material looks, from 0 for paint or plastic to 1 for bare metal. |
pbrMetallicRoughness.setRoughness | Changes how rough a material's surface is, from 0 for a mirror finish to 1 for fully matte. |
skyMaterial.create | Creates a sky material from atmosphere settings; only the values you give are applied over the defaults. |
skyMaterial.getAzimuth | Reads where around the horizon the sun stands in a sky material, from 0 to 1. |
skyMaterial.getCameraOffset | Reads the horizon offset vector of a sky material. |
skyMaterial.getDistance | Reads how far the sky dome sits from the camera in a sky material. |
skyMaterial.getDithering | Reads whether a sky material dithers its gradients to hide color banding. |
skyMaterial.getInclination | Reads how high the sun stands in a sky material, from -0.5 to 0.5. |
skyMaterial.getLuminance | Reads the overall brightness of a sky material. |
skyMaterial.getMieCoefficient | Reads how much haze a sky material has around the sun. |
skyMaterial.getMieDirectionalG | Reads how tightly a sky material's haze glow gathers around the sun. |
skyMaterial.getRayleigh | Reads the Rayleigh scattering strength of a sky material, the setting behind its blue. |
skyMaterial.getSunPosition | Reads the sun direction of a sky material; when useSunPosition is off it reflects the inclination and azimuth. |
skyMaterial.getTurbidity | Reads how hazy a sky material's air is. |
skyMaterial.getUp | Reads the direction a sky material treats as up. |
skyMaterial.getUseSunPosition | Reads whether a sky material places the sun from sunPosition rather than from inclination and azimuth. |
skyMaterial.setAzimuth | Changes where around the horizon the sun stands in a sky material, from 0 to 1 for a full turn; ignored while useSunPosition is on. |
skyMaterial.setCameraOffset | Shifts the horizon of a sky material by an offset vector, so the sky can sit higher or lower relative to the camera. |
skyMaterial.setDistance | Changes how far the sky dome sits from the camera in a sky material, which changes how the horizon reads. |
skyMaterial.setDithering | Turns dithering on or off for a sky material; on, it adds fine noise that hides color banding in smooth gradients. |
skyMaterial.setInclination | Changes how high the sun stands in a sky material, from -0.5 below the horizon through 0 at the horizon to 0.5 overhead; ignored while useSunPosition is on. |
skyMaterial.setLuminance | Changes the overall brightness of a sky material, between 0 and 1. |
skyMaterial.setMieCoefficient | Changes how much haze a sky material has around the sun, between 0 and 0.1; more makes a wider, whiter glow. |
skyMaterial.setMieDirectionalG | Changes how tightly a sky material's haze glow gathers around the sun; values near 1 make a small bright halo, lower values spread it. |
skyMaterial.setRayleigh | Changes how strongly a sky material scatters light in the way that makes a clear sky blue; higher is a deeper, brighter blue. |
skyMaterial.setSunPosition | Places the sun of a sky material at an explicit direction vector; it takes effect only while useSunPosition is on, otherwise inclination and azimuth decide. |
skyMaterial.setTurbidity | Changes how hazy a sky material's air is; more haze whitens the sky and spreads the sun's glow. |
skyMaterial.setUp | Changes which direction a sky material treats as up, normally [0, 1, 0]; change it for scenes that use another axis as up. |
skyMaterial.setUseSunPosition | Chooses whether a sky material places the sun from sunPosition, when true, or from inclination and azimuth, when false. |