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111 lines
3.5 KiB
HTML
111 lines
3.5 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<base href="../../../" />
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<script src="page.js"></script>
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<link type="text/css" rel="stylesheet" href="page.css" />
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</head>
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<body>
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[page:Material] →
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<h1>[name]</h1>
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<p class="desc">
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[name] is internally used for implementing shadow mapping with
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[page:PointLight]s.<br /><br />
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Can also be used to customize the shadow casting of an object by assigning
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an instance of [name] to [page:Object3D.customDistanceMaterial]. The
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following examples demonstrates this approach in order to ensure
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transparent parts of objects do no cast shadows.
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</p>
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<h2>Examples</h2>
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<p>[example:webgl_shadowmap_pointlight WebGL / shadowmap / pointlight]</p>
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<script>
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// iOS iframe auto-resize workaround
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if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
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const scene = document.getElementById( 'scene' );
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scene.style.width = getComputedStyle( scene ).width;
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scene.style.height = getComputedStyle( scene ).height;
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scene.setAttribute( 'scrolling', 'no' );
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}
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</script>
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<h2>Constructor</h2>
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<h3>[name]( [param:Object parameters] )</h3>
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<p>
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[page:Object parameters] - (optional) an object with one or more
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properties defining the material's appearance. Any property of the
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material (including any property inherited from [page:Material]) can be
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passed in here.
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</p>
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<h2>Properties</h2>
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<p>See the base [page:Material] class for common properties.</p>
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<h3>[property:Texture alphaMap]</h3>
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<p>
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The alpha map is a grayscale texture that controls the opacity across the
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surface (black: fully transparent; white: fully opaque). Default is
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null.<br /><br />
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Only the color of the texture is used, ignoring the alpha channel if one
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exists. For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer
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will use the green channel when sampling this texture due to the extra bit
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of precision provided for green in DXT-compressed and uncompressed RGB 565
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formats. Luminance-only and luminance/alpha textures will also still work
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as expected.
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</p>
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<h3>[property:Texture displacementMap]</h3>
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<p>
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The displacement map affects the position of the mesh's vertices. Unlike
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other maps which only affect the light and shade of the material the
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displaced vertices can cast shadows, block other objects, and otherwise
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act as real geometry. The displacement texture is an image where the value
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of each pixel (white being the highest) is mapped against, and
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repositions, the vertices of the mesh.
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</p>
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<h3>[property:Float displacementScale]</h3>
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<p>
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How much the displacement map affects the mesh (where black is no
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displacement, and white is maximum displacement). Without a displacement
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map set, this value is not applied. Default is `1`.
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</p>
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<h3>[property:Float displacementBias]</h3>
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<p>
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The offset of the displacement map's values on the mesh's vertices.
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The bias is added to the scaled sample of the displacement map.
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Without a displacement map set, this value is not applied. Default is `0`.
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</p>
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<h3>[property:Texture map]</h3>
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<p>
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The color map. May optionally include an alpha channel, typically combined
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with [page:Material.transparent .transparent] or [page:Material.alphaTest .alphaTest].
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Default is null.
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</p>
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<h2>Methods</h2>
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<p>See the base [page:Material] class for common methods.</p>
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<h2>Source</h2>
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<p>
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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</p>
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</body>
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</html>
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