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<div class='sidebarToggle'><span></span>Class List</div>
<main class="cls">
<h1>pc.StandardMaterial</h1>
<p class="extends">Extends: <a href="pc.Material.html">pc.Material</a></p>
<p><p>A Standard material is the main, general purpose material that is most often used for rendering.
It can approximate a wide variety of surface types and can simulate dynamic reflected light.
Most maps can use 3 types of input values in any combination: constant (color or number), mesh vertex colors and a texture. All enabled inputs are multiplied together.</p></p>
<pre><code class="javascript">// Create a new Standard material
var material = new pc.StandardMaterial();
// Update the material's diffuse and specular properties
material.diffuse.set(1, 0, 0);
material.specular.set(1, 1, 1);
// Notify the material that it has been modified
material.update();</code></pre>
<!-- summary -->
<h1>Summary</h1>
<!--type definitions-->
<!--static properties-->
<!--static methods-->
<!--properties-->
<h3>Properties</h3>
<table class="properties">
<tr>
<td><a href="#ambient">ambient</a></td><td><p>The ambient color of the material.</td>
</tr>
<tr>
<td><a href="#ambientTint">ambientTint</a></td><td><p>Enables scene ambient multiplication by material ambient color.</td>
</tr>
<tr>
<td><a href="#aoMap">aoMap</a></td><td><p>Baked ambient occlusion (AO) map (default is null).</td>
</tr>
<tr>
<td><a href="#aoMapChannel">aoMapChannel</a></td><td><p>Color channel of the AO map to use.</td>
</tr>
<tr>
<td><a href="#aoMapOffset">aoMapOffset</a></td><td><p>Controls the 2D offset of the AO map.</td>
</tr>
<tr>
<td><a href="#aoMapTiling">aoMapTiling</a></td><td><p>Controls the 2D tiling of the AO map.</td>
</tr>
<tr>
<td><a href="#aoMapUv">aoMapUv</a></td><td><p>AO map UV channel</p></td>
</tr>
<tr>
<td><a href="#aoVertexColor">aoVertexColor</a></td><td><p>Use mesh vertex colors for AO.</td>
</tr>
<tr>
<td><a href="#aoVertexColorChannel">aoVertexColorChannel</a></td><td><p>Vertex color channels to use for AO.</td>
</tr>
<tr>
<td><a href="#bumpiness">bumpiness</a></td><td><p>The bumpiness of the material.</td>
</tr>
<tr>
<td><a href="#chunks">chunks</a></td><td><p>Object containing custom shader chunks that will replace default ones.</td>
</tr>
<tr>
<td><a href="#conserveEnergy">conserveEnergy</a></td><td><p>Defines how diffuse and specular components are combined when Fresnel is on.</td>
</tr>
<tr>
<td><a href="#cubeMap">cubeMap</a></td><td><p>The cubic environment map of the material (default is null).</td>
</tr>
<tr>
<td><a href="#cubeMapProjection">cubeMapProjection</a></td><td><p>The type of projection applied to the cubeMap property:</p>
<ul>
<li><a href="pc.html#CUBEPROJ_NONE">pc.CUBEPROJ_NONE</a>: The cube map is treated as if it is infinitely far away.</td>
</tr>
<tr>
<td><a href="#cubeMapProjectionBox">cubeMapProjectionBox</a></td><td><p>The world space axis-aligned bounding box defining the
box-projection used for the cubeMap property.</td>
</tr>
<tr>
<td><a href="#diffuse">diffuse</a></td><td><p>The diffuse color of the material.</td>
</tr>
<tr>
<td><a href="#diffuseMap">diffuseMap</a></td><td><p>The diffuse map of the material (default is null).</td>
</tr>
<tr>
<td><a href="#diffuseMapChannel">diffuseMapChannel</a></td><td><p>Color channels of the diffuse map to use.</td>
</tr>
<tr>
<td><a href="#diffuseMapOffset">diffuseMapOffset</a></td><td><p>Controls the 2D offset of the diffuse map.</td>
</tr>
<tr>
<td><a href="#diffuseMapTiling">diffuseMapTiling</a></td><td><p>Controls the 2D tiling of the diffuse map.</td>
</tr>
<tr>
<td><a href="#diffuseMapUv">diffuseMapUv</a></td><td><p>Diffuse map UV channel.</td>
</tr>
<tr>
<td><a href="#diffuseTint">diffuseTint</a></td><td><p>Multiply diffuse map and/or diffuse vertex color by the constant diffuse value.</td>
</tr>
<tr>
<td><a href="#diffuseVertexColor">diffuseVertexColor</a></td><td><p>Use mesh vertex colors for diffuse.</td>
</tr>
<tr>
<td><a href="#diffuseVertexColorChannel">diffuseVertexColorChannel</a></td><td><p>Vertex color channels to use for diffuse.</td>
</tr>
<tr>
<td><a href="#emissive">emissive</a></td><td><p>The emissive color of the material.</td>
</tr>
<tr>
<td><a href="#emissiveIntensity">emissiveIntensity</a></td><td><p>Emissive color multiplier.</td>
</tr>
<tr>
<td><a href="#emissiveMap">emissiveMap</a></td><td><p>The emissive map of the material (default is null).</td>
</tr>
<tr>
<td><a href="#emissiveMapChannel">emissiveMapChannel</a></td><td><p>Color channels of the emissive map to use.</td>
</tr>
<tr>
<td><a href="#emissiveMapOffset">emissiveMapOffset</a></td><td><p>Controls the 2D offset of the emissive map.</td>
</tr>
<tr>
<td><a href="#emissiveMapTiling">emissiveMapTiling</a></td><td><p>Controls the 2D tiling of the emissive map.</td>
</tr>
<tr>
<td><a href="#emissiveMapUv">emissiveMapUv</a></td><td><p>Emissive map UV channel.</td>
</tr>
<tr>
<td><a href="#emissiveTint">emissiveTint</a></td><td><p>Multiply emissive map and/or emissive vertex color by the constant emissive value.</td>
</tr>
<tr>
<td><a href="#emissiveVertexColor">emissiveVertexColor</a></td><td><p>Use mesh vertex colors for emission.</td>
</tr>
<tr>
<td><a href="#emissiveVertexColorChannel">emissiveVertexColorChannel</a></td><td><p>Vertex color channels to use for emission.</td>
</tr>
<tr>
<td><a href="#fresnelModel">fresnelModel</a></td><td><p>Defines the formula used for Fresnel effect.</td>
</tr>
<tr>
<td><a href="#glossMap">glossMap</a></td><td><p>Glossiness map (default is null).</td>
</tr>
<tr>
<td><a href="#glossMapChannel">glossMapChannel</a></td><td><p>Color channel of the gloss map to use.</td>
</tr>
<tr>
<td><a href="#glossMapOffset">glossMapOffset</a></td><td><p>Controls the 2D offset of the gloss map.</td>
</tr>
<tr>
<td><a href="#glossMapTiling">glossMapTiling</a></td><td><p>Controls the 2D tiling of the gloss map.</td>
</tr>
<tr>
<td><a href="#glossMapUv">glossMapUv</a></td><td><p>Gloss map UV channel.</td>
</tr>
<tr>
<td><a href="#glossVertexColor">glossVertexColor</a></td><td><p>Use mesh vertex colors for glossiness.</td>
</tr>
<tr>
<td><a href="#glossVertexColorChannel">glossVertexColorChannel</a></td><td><p>Vertex color channel to use for glossiness.</td>
</tr>
<tr>
<td><a href="#heightMap">heightMap</a></td><td><p>The height map of the material (default is null).</td>
</tr>
<tr>
<td><a href="#heightMapChannel">heightMapChannel</a></td><td><p>Color channel of the height map to use.</td>
</tr>
<tr>
<td><a href="#heightMapFactor">heightMapFactor</a></td><td><p>Height map multiplier.</td>
</tr>
<tr>
<td><a href="#heightMapOffset">heightMapOffset</a></td><td><p>Controls the 2D offset of the height map.</td>
</tr>
<tr>
<td><a href="#heightMapTiling">heightMapTiling</a></td><td><p>Controls the 2D tiling of the height map.</td>
</tr>
<tr>
<td><a href="#heightMapUv">heightMapUv</a></td><td><p>Height map UV channel.</td>
</tr>
<tr>
<td><a href="#lightMap">lightMap</a></td><td><p>A custom lightmap of the material (default is null).</td>
</tr>
<tr>
<td><a href="#lightMapChannel">lightMapChannel</a></td><td><p>Color channels of the lightmap to use.</td>
</tr>
<tr>
<td><a href="#lightMapOffset">lightMapOffset</a></td><td><p>Controls the 2D offset of the lightmap.</td>
</tr>
<tr>
<td><a href="#lightMapTiling">lightMapTiling</a></td><td><p>Controls the 2D tiling of the lightmap.</td>
</tr>
<tr>
<td><a href="#lightMapUv">lightMapUv</a></td><td><p>Lightmap UV channel</p></td>
</tr>
<tr>
<td><a href="#lightVertexColor">lightVertexColor</a></td><td><p>Use baked vertex lighting.</td>
</tr>
<tr>
<td><a href="#lightVertexColorChannel">lightVertexColorChannel</a></td><td><p>Vertex color channels to use for baked lighting.</td>
</tr>
<tr>
<td><a href="#metalness">metalness</a></td><td><p>Defines how much the surface is metallic.</td>
</tr>
<tr>
<td><a href="#metalnessMap">metalnessMap</a></td><td><p>Monochrome metalness map (default is null).</td>
</tr>
<tr>
<td><a href="#metalnessMapChannel">metalnessMapChannel</a></td><td><p>Color channel of the metalness map to use.</td>
</tr>
<tr>
<td><a href="#metalnessMapOffset">metalnessMapOffset</a></td><td><p>Controls the 2D offset of the metalness map.</td>
</tr>
<tr>
<td><a href="#metalnessMapTiling">metalnessMapTiling</a></td><td><p>Controls the 2D tiling of the metalness map.</td>
</tr>
<tr>
<td><a href="#metalnessMapUv">metalnessMapUv</a></td><td><p>Metalness map UV channel.</td>
</tr>
<tr>
<td><a href="#metalnessVertexColor">metalnessVertexColor</a></td><td><p>Use mesh vertex colors for metalness.</td>
</tr>
<tr>
<td><a href="#metalnessVertexColorChannel">metalnessVertexColorChannel</a></td><td><p>Vertex color channel to use for metalness.</td>
</tr>
<tr>
<td><a href="#normalMap">normalMap</a></td><td><p>The normal map of the material (default is null).</td>
</tr>
<tr>
<td><a href="#normalMapOffset">normalMapOffset</a></td><td><p>Controls the 2D offset of the normal map.</td>
</tr>
<tr>
<td><a href="#normalMapTiling">normalMapTiling</a></td><td><p>Controls the 2D tiling of the normal map.</td>
</tr>
<tr>
<td><a href="#normalMapUv">normalMapUv</a></td><td><p>Normal map UV channel.</td>
</tr>
<tr>
<td><a href="#occludeDirect">occludeDirect</a></td><td><p>Tells if AO should darken directional lighting.</td>
</tr>
<tr>
<td><a href="#occludeSpecular">occludeSpecular</a></td><td><p>Uses ambient occlusion to darken specular/reflection.</td>
</tr>
<tr>
<td><a href="#occludeSpecularIntensity">occludeSpecularIntensity</a></td><td><p>Controls visibility of specular occlusion.</td>
</tr>
<tr>
<td><a href="#onUpdateShader">onUpdateShader</a></td><td><p>A custom function that will be called after all shader generator properties are collected and before shader code is generated.</td>
</tr>
<tr>
<td><a href="#opacity">opacity</a></td><td><p>The opacity of the material.</td>
</tr>
<tr>
<td><a href="#opacityMap">opacityMap</a></td><td><p>The opacity map of the material (default is null).</td>
</tr>
<tr>
<td><a href="#opacityMapChannel">opacityMapChannel</a></td><td><p>Color channel of the opacity map to use.</td>
</tr>
<tr>
<td><a href="#opacityMapOffset">opacityMapOffset</a></td><td><p>Controls the 2D offset of the opacity map.</td>
</tr>
<tr>
<td><a href="#opacityMapTiling">opacityMapTiling</a></td><td><p>Controls the 2D tiling of the opacity map.</td>
</tr>
<tr>
<td><a href="#opacityMapUv">opacityMapUv</a></td><td><p>Opacity map UV channel.</td>
</tr>
<tr>
<td><a href="#opacityVertexColor">opacityVertexColor</a></td><td><p>Use mesh vertex colors for opacity.</td>
</tr>
<tr>
<td><a href="#opacityVertexColorChannel">opacityVertexColorChannel</a></td><td><p>Vertex color channels to use for opacity.</td>
</tr>
<tr>
<td><a href="#pixelSnap">pixelSnap</a></td><td><p>Align vertices to pixel co-ordinates when rendering.</td>
</tr>
<tr>
<td><a href="#reflectivity">reflectivity</a></td><td><p>Environment map intensity.</td>
</tr>
<tr>
<td><a href="#refraction">refraction</a></td><td><p>Defines the visibility of refraction.</td>
</tr>
<tr>
<td><a href="#refractionIndex">refractionIndex</a></td><td><p>Defines the index of refraction, i.</td>
</tr>
<tr>
<td><a href="#shadingModel">shadingModel</a></td><td><p>Defines the shading model.</td>
</tr>
<tr>
<td><a href="#shininess">shininess</a></td><td><p>Defines glossiness of the material from 0 (rough) to 100 (shiny mirror).</td>
</tr>
<tr>
<td><a href="#specular">specular</a></td><td><p>The specular color of the material.</td>
</tr>
<tr>
<td><a href="#specularAntialias">specularAntialias</a></td><td><p>Enables Toksvig AA for mipmapped normal maps with specular.</td>
</tr>
<tr>
<td><a href="#specularMap">specularMap</a></td><td><p>The specular map of the material (default is null).</td>
</tr>
<tr>
<td><a href="#specularMapChannel">specularMapChannel</a></td><td><p>Color channels of the specular map to use.</td>
</tr>
<tr>
<td><a href="#specularMapOffset">specularMapOffset</a></td><td><p>Controls the 2D offset of the specular map.</td>
</tr>
<tr>
<td><a href="#specularMapTiling">specularMapTiling</a></td><td><p>Controls the 2D tiling of the specular map.</td>
</tr>
<tr>
<td><a href="#specularMapUv">specularMapUv</a></td><td><p>Specular map UV channel.</td>
</tr>
<tr>
<td><a href="#specularTint">specularTint</a></td><td><p>Multiply specular map and/or specular vertex color by the constant specular value.</td>
</tr>
<tr>
<td><a href="#specularVertexColor">specularVertexColor</a></td><td><p>Use mesh vertex colors for specular.</td>
</tr>
<tr>
<td><a href="#specularVertexColorChannel">specularVertexColorChannel</a></td><td><p>Vertex color channels to use for specular.</td>
</tr>
<tr>
<td><a href="#sphereMap">sphereMap</a></td><td><p>The spherical environment map of the material (default is null).</td>
</tr>
<tr>
<td><a href="#twoSidedLighting">twoSidedLighting</a></td><td><p>Calculate proper normals (and therefore lighting) on backfaces</p></td>
</tr>
<tr>
<td><a href="#useFog">useFog</a></td><td><p>Apply fogging (as configured in scene settings)</p></td>
</tr>
<tr>
<td><a href="#useGammaTonemap">useGammaTonemap</a></td><td><p>Apply gamma correction and tonemapping (as configured in scene settings)</p></td>
</tr>
<tr>
<td><a href="#useLighting">useLighting</a></td><td><p>Apply lighting</p></td>
</tr>
<tr>
<td><a href="#useMetalness">useMetalness</a></td><td><p>Use metalness properties instead of specular.</td>
</tr>
<tr>
<td><a href="#useSkybox">useSkybox</a></td><td><p>Apply scene skybox as prefiltered environment map</p></td>
</tr>
</table>
<!--methods-->
<h3>Methods</h3>
<table class="properties">
<tr>
<td><a href="#clone">clone</a></td><td><p>Duplicates a Standard material.</td>
</tr>
</table>
<!--events-->
<h2>Inherited</h2>
<!--inherited methods-->
<!--inherited properties-->
<h3>Properties</h3>
<table class="properties">
<tr>
<td><a href="#alphaTest">alphaTest</a></td><td><p>The alpha test reference value to control which fragments are written to the currently
active render target based on alpha value.</td>
</tr>
<tr>
<td><a href="#alphaToCoverage">alphaToCoverage</a></td><td><p>Enables or disables alpha to coverage (WebGL2 only).</td>
</tr>
<tr>
<td><a href="#alphaWrite">alphaWrite</a></td><td><p>If true, the alpha component of fragments generated by the shader of this material is written to
the color buffer of the currently active render target.</td>
</tr>
<tr>
<td><a href="#blendType">blendType</a></td><td><p>Controls how primitives are blended when being written to the currently active render target.</td>
</tr>
<tr>
<td><a href="#blueWrite">blueWrite</a></td><td><p>If true, the blue component of fragments generated by the shader of this material is written to
the color buffer of the currently active render target.</td>
</tr>
<tr>
<td><a href="#cull">cull</a></td><td><p>Controls how triangles are culled based on their face direction with respect to the viewpoint.</td>
</tr>
<tr>
<td><a href="#depthBias">depthBias</a></td><td><p>Offsets the output depth buffer value.</td>
</tr>
<tr>
<td><a href="#depthTest">depthTest</a></td><td><p>If true, fragments generated by the shader of this material are only written to the
current render target if they pass the depth test.</td>
</tr>
<tr>
<td><a href="#depthWrite">depthWrite</a></td><td><p>If true, fragments generated by the shader of this material write a depth value to
the depth buffer of the currently active render target.</td>
</tr>
<tr>
<td><a href="#greenWrite">greenWrite</a></td><td><p>If true, the green component of fragments generated by the shader of this material is written to
the color buffer of the currently active render target.</td>
</tr>
<tr>
<td><a href="#name">name</a></td><td><p>The name of the material.</td>
</tr>
<tr>
<td><a href="#redWrite">redWrite</a></td><td><p>If true, the red component of fragments generated by the shader of this material is written to
the color buffer of the currently active render target.</td>
</tr>
<tr>
<td><a href="#shader">shader</a></td><td><p>The shader used by this material to render mesh instances (default is null).</td>
</tr>
<tr>
<td><a href="#slopeDepthBias">slopeDepthBias</a></td><td><p>Same as pc.Material#depthBias, but also depends on the slope of the triangle relative to the camera.</td>
</tr>
<tr>
<td><a href="#stencilBack">stencilBack</a></td><td><p>Stencil parameters for back faces (default is null).</td>
</tr>
<tr>
<td><a href="#stencilFront">stencilFront</a></td><td><p>Stencil parameters for front faces (default is null).</td>
</tr>
</table>
<!--inherited static methods-->
<h3>Methods</h3>
<table class="properties">
<tr>
<td><a href="#deleteParameter">deleteParameter</a></td><td><p>Deletes a shader parameter on a material.</td>
</tr>
<tr>
<td><a href="#destroy">destroy</a></td><td><p>Removes this material from the scene and possibly frees up memory from its shaders (if there are no other materials using it).</td>
</tr>
<tr>
<td><a href="#getParameter">getParameter</a></td><td><p>Retrieves the specified shader parameter from a material.</td>
</tr>
<tr>
<td><a href="#setParameter">setParameter</a></td><td><p>Sets a shader parameter on a material.</td>
</tr>
<tr>
<td><a href="#setParameters">setParameters</a></td><td><p>Pushes all material parameters into scope.</td>
</tr>
<tr>
<td><a href="#update">update</a></td><td><p>Applies any changes made to the material's properties.</td>
</tr>
</table>
<!--inherited events-->
<h1>Details</h1>
<!--type definitions-->
<!--static members-->
<!--static methods-->
<h2>Constructor</h2>
<!-- Constructor -->
<div id="StandardMaterial">
<h3 class="methodname">StandardMaterial() <a class="font-icon" href="#StandardMaterial"></a></h3>
<p></p>
<pre><code class="javascript">// Create a new Standard material
var material = new pc.StandardMaterial();
// Update the material's diffuse and specular properties
material.diffuse.set(1, 0, 0);
material.specular.set(1, 1, 1);
// Notify the material that it has been modified
material.update();</code></pre>
</div>
<!--properties-->
<h2>Properties</h2>
<div id="ambient">
<span class="property"><a href="pc.Color.html">pc.Color</a></span><span class="property">ambient <a class="font-icon" href="#ambient"></a></span>
<p><p>The ambient color of the material. This color value is 3-component (RGB),
where each component is between 0 and 1.</p></p>
</div>
<div id="ambientTint">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Boolean">boolean</a></span><span class="property">ambientTint <a class="font-icon" href="#ambientTint"></a></span>
<p><p>Enables scene ambient multiplication by material ambient color.</p></p>
</div>
<div id="aoMap">
<span class="property"><a href="pc.Texture.html">pc.Texture</a>, <a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Null">null</a></span><span class="property">aoMap <a class="font-icon" href="#aoMap"></a></span>
<p><p>Baked ambient occlusion (AO) map (default is null). Modulates ambient color.</p></p>
</div>
<div id="aoMapChannel">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String">string</a></span><span class="property">aoMapChannel <a class="font-icon" href="#aoMapChannel"></a></span>
<p><p>Color channel of the AO map to use. Can be "r", "g", "b" or "a".</p></p>
</div>
<div id="aoMapOffset">
<span class="property"><a href="pc.Vec2.html">pc.Vec2</a></span><span class="property">aoMapOffset <a class="font-icon" href="#aoMapOffset"></a></span>
<p><p>Controls the 2D offset of the AO map. Each component is between 0 and 1.</p></p>
</div>
<div id="aoMapTiling">
<span class="property"><a href="pc.Vec2.html">pc.Vec2</a></span><span class="property">aoMapTiling <a class="font-icon" href="#aoMapTiling"></a></span>
<p><p>Controls the 2D tiling of the AO map.</p></p>
</div>
<div id="aoMapUv">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></span><span class="property">aoMapUv <a class="font-icon" href="#aoMapUv"></a></span>
<p><p>AO map UV channel</p></p>
</div>
<div id="aoVertexColor">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Boolean">boolean</a></span><span class="property">aoVertexColor <a class="font-icon" href="#aoVertexColor"></a></span>
<p><p>Use mesh vertex colors for AO. If aoMap is set, it'll be multiplied by vertex colors.</p></p>
</div>
<div id="aoVertexColorChannel">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String">string</a></span><span class="property">aoVertexColorChannel <a class="font-icon" href="#aoVertexColorChannel"></a></span>
<p><p>Vertex color channels to use for AO. Can be "r", "g", "b" or "a".</p></p>
</div>
<div id="bumpiness">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></span><span class="property">bumpiness <a class="font-icon" href="#bumpiness"></a></span>
<p><p>The bumpiness of the material. This value scales the assigned normal map.
It should be normally between 0 (no bump mapping) and 1 (full bump mapping), but can be set to e.g. 2 to give even more pronounced bump effect.</p></p>
</div>
<div id="chunks">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object">object</a></span><span class="property">chunks <a class="font-icon" href="#chunks"></a></span>
<p><p>Object containing custom shader chunks that will replace default ones.</p></p>
</div>
<div id="conserveEnergy">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Boolean">boolean</a></span><span class="property">conserveEnergy <a class="font-icon" href="#conserveEnergy"></a></span>
<p><p>Defines how diffuse and specular components are combined when Fresnel is on.
It is recommended that you leave this option enabled, although you may want to disable it in case when all reflection comes only from a few light sources, and you don't use an environment map, therefore having mostly black reflection.</p></p>
</div>
<div id="cubeMap">
<span class="property"><a href="pc.Texture.html">pc.Texture</a>, <a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Null">null</a></span><span class="property">cubeMap <a class="font-icon" href="#cubeMap"></a></span>
<p><p>The cubic environment map of the material (default is null). Overrides sphereMap. Affects reflections. If cubemap is prefiltered, will also affect ambient color.</p></p>
</div>
<div id="cubeMapProjection">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></span><span class="property">cubeMapProjection <a class="font-icon" href="#cubeMapProjection"></a></span>
<p><p>The type of projection applied to the cubeMap property:</p>
<ul>
<li><a href="pc.html#CUBEPROJ_NONE">pc.CUBEPROJ_NONE</a>: The cube map is treated as if it is infinitely far away.</li>
<li><a href="pc.html#CUBEPROJ_BOX">pc.CUBEPROJ_BOX</a>: Box-projection based on a world space axis-aligned bounding box.
Defaults to pc.CUBEPROJ_NONE.</li>
</ul></p>
</div>
<div id="cubeMapProjectionBox">
<span class="property"><a href="pc.BoundingBox.html">pc.BoundingBox</a></span><span class="property">cubeMapProjectionBox <a class="font-icon" href="#cubeMapProjectionBox"></a></span>
<p><p>The world space axis-aligned bounding box defining the
box-projection used for the cubeMap property. Only used when cubeMapProjection is set to pc.CUBEPROJ_BOX.</p></p>
</div>
<div id="diffuse">
<span class="property"><a href="pc.Color.html">pc.Color</a></span><span class="property">diffuse <a class="font-icon" href="#diffuse"></a></span>
<p><p>The diffuse color of the material. This color value is 3-component (RGB),
where each component is between 0 and 1.
Defines basic surface color (aka albedo).</p></p>
</div>
<div id="diffuseMap">
<span class="property"><a href="pc.Texture.html">pc.Texture</a>, <a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Null">null</a></span><span class="property">diffuseMap <a class="font-icon" href="#diffuseMap"></a></span>
<p><p>The diffuse map of the material (default is null).</p></p>
</div>
<div id="diffuseMapChannel">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String">string</a></span><span class="property">diffuseMapChannel <a class="font-icon" href="#diffuseMapChannel"></a></span>
<p><p>Color channels of the diffuse map to use. Can be "r", "g", "b", "a", "rgb" or any swizzled combination.</p></p>
</div>
<div id="diffuseMapOffset">
<span class="property"><a href="pc.Vec2.html">pc.Vec2</a></span><span class="property">diffuseMapOffset <a class="font-icon" href="#diffuseMapOffset"></a></span>
<p><p>Controls the 2D offset of the diffuse map. Each component is between 0 and 1.</p></p>
</div>
<div id="diffuseMapTiling">
<span class="property"><a href="pc.Vec2.html">pc.Vec2</a></span><span class="property">diffuseMapTiling <a class="font-icon" href="#diffuseMapTiling"></a></span>
<p><p>Controls the 2D tiling of the diffuse map.</p></p>
</div>
<div id="diffuseMapUv">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></span><span class="property">diffuseMapUv <a class="font-icon" href="#diffuseMapUv"></a></span>
<p><p>Diffuse map UV channel.</p></p>
</div>
<div id="diffuseTint">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Boolean">boolean</a></span><span class="property">diffuseTint <a class="font-icon" href="#diffuseTint"></a></span>
<p><p>Multiply diffuse map and/or diffuse vertex color by the constant diffuse value.</p></p>
</div>
<div id="diffuseVertexColor">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Boolean">boolean</a></span><span class="property">diffuseVertexColor <a class="font-icon" href="#diffuseVertexColor"></a></span>
<p><p>Use mesh vertex colors for diffuse. If diffuseMap or are diffuseTint are set, they'll be multiplied by vertex colors.</p></p>
</div>
<div id="diffuseVertexColorChannel">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String">string</a></span><span class="property">diffuseVertexColorChannel <a class="font-icon" href="#diffuseVertexColorChannel"></a></span>
<p><p>Vertex color channels to use for diffuse. Can be "r", "g", "b", "a", "rgb" or any swizzled combination.</p></p>
</div>
<div id="emissive">
<span class="property"><a href="pc.Color.html">pc.Color</a></span><span class="property">emissive <a class="font-icon" href="#emissive"></a></span>
<p><p>The emissive color of the material. This color value is 3-component (RGB),
where each component is between 0 and 1.</p></p>
</div>
<div id="emissiveIntensity">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></span><span class="property">emissiveIntensity <a class="font-icon" href="#emissiveIntensity"></a></span>
<p><p>Emissive color multiplier.</p></p>
</div>
<div id="emissiveMap">
<span class="property"><a href="pc.Texture.html">pc.Texture</a>, <a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Null">null</a></span><span class="property">emissiveMap <a class="font-icon" href="#emissiveMap"></a></span>
<p><p>The emissive map of the material (default is null). Can be HDR.</p></p>
</div>
<div id="emissiveMapChannel">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String">string</a></span><span class="property">emissiveMapChannel <a class="font-icon" href="#emissiveMapChannel"></a></span>
<p><p>Color channels of the emissive map to use. Can be "r", "g", "b", "a", "rgb" or any swizzled combination.</p></p>
</div>
<div id="emissiveMapOffset">
<span class="property"><a href="pc.Vec2.html">pc.Vec2</a></span><span class="property">emissiveMapOffset <a class="font-icon" href="#emissiveMapOffset"></a></span>
<p><p>Controls the 2D offset of the emissive map. Each component is between 0 and 1.</p></p>
</div>
<div id="emissiveMapTiling">
<span class="property"><a href="pc.Vec2.html">pc.Vec2</a></span><span class="property">emissiveMapTiling <a class="font-icon" href="#emissiveMapTiling"></a></span>
<p><p>Controls the 2D tiling of the emissive map.</p></p>
</div>
<div id="emissiveMapUv">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></s