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📄 Material.js

📊 Analysis Summary

Metric Count
🔧 Functions 9
🧱 Classes 1
📦 Imports 11
📊 Variables & Constants 10

📚 Table of Contents

🛠️ File Location:

📂 src/materials/Material.js

📦 Imports

Name Source
Color ../math/Color.js
EventDispatcher ../core/EventDispatcher.js
FrontSide ../constants.js
NormalBlending ../constants.js
LessEqualDepth ../constants.js
AddEquation ../constants.js
OneMinusSrcAlphaFactor ../constants.js
SrcAlphaFactor ../constants.js
AlwaysStencilFunc ../constants.js
KeepStencilOp ../constants.js
generateUUID ../math/MathUtils.js

Variables & Constants

Name Type Kind Value Exported
_materialId number let/var 0
newValue any let/var values[ key ]
currentValue any let/var this[ key ]
isRootObject boolean let/var ( meta === undefined \|\| typeof meta === 'string' )
data { metadata: { version: number; type: ... let/var { metadata: { version: 4.7, type: 'Material', generator: 'Material.toJSON' } }
values any[] let/var []
data any let/var cache[ key ]
srcPlanes Plane[] let/var source.clippingPlanes
dstPlanes any let/var null
n number let/var srcPlanes.length

Functions

Material.onBeforeRender(): void

JSDoc:

/**
     * An optional callback that is executed immediately before the material is used to render a 3D object.
     *
     * This method can only be used when rendering with {@link WebGLRenderer}.
     *
     * @param {WebGLRenderer} renderer - The renderer.
     * @param {Scene} scene - The scene.
     * @param {Camera} camera - The camera that is used to render the scene.
     * @param {BufferGeometry} geometry - The 3D object's geometry.
     * @param {Object3D} object - The 3D object.
     * @param {Object} group - The geometry group data.
     */

Returns: void

Code
onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {}

Material.onBeforeCompile(): void

JSDoc:

/**
     * An optional callback that is executed immediately before the shader
     * program is compiled. This function is called with the shader source code
     * as a parameter. Useful for the modification of built-in materials.
     *
     * This method can only be used when rendering with {@link WebGLRenderer}. The
     * recommended approach when customizing materials is to use `WebGPURenderer` with the new
     * Node Material system and [TSL]{@link https://github.com/mrdoob/three.js/wiki/Three.js-Shading-Language}.
     *
     * @param {{vertexShader:string,fragmentShader:string,uniforms:Object}} shaderobject - The object holds the uniforms and the vertex and fragment shader source.
     * @param {WebGLRenderer} renderer - A reference to the renderer.
     */

Returns: void

Code
onBeforeCompile( /* shaderobject, renderer */ ) {}

Material.customProgramCacheKey(): string

JSDoc:

/**
     * In case {@link Material#onBeforeCompile} is used, this callback can be used to identify
     * values of settings used in `onBeforeCompile()`, so three.js can reuse a cached
     * shader or recompile the shader for this material as needed.
     *
     * This method can only be used when rendering with {@link WebGLRenderer}.
     *
     * @return {string} The custom program cache key.
     */

Returns: string

Calls:

  • this.onBeforeCompile.toString
Code
customProgramCacheKey() {

        return this.onBeforeCompile.toString();

    }

Material.setValues(values: any): void

JSDoc:

/**
     * This method can be used to set default values from parameter objects.
     * It is a generic implementation so it can be used with different types
     * of materials.
     *
     * @param {Object} [values] - The material values to set.
     */

Parameters:

  • values any

Returns: void

Calls:

  • console.warn
  • currentValue.set
  • currentValue.copy
Code
setValues( values ) {

        if ( values === undefined ) return;

        for ( const key in values ) {

            const newValue = values[ key ];

            if ( newValue === undefined ) {

                console.warn( `THREE.Material: parameter '${ key }' has value of undefined.` );
                continue;

            }

            const currentValue = this[ key ];

            if ( currentValue === undefined ) {

                console.warn( `THREE.Material: '${ key }' is not a property of THREE.${ this.type }.` );
                continue;

            }

            if ( currentValue && currentValue.isColor ) {

                currentValue.set( newValue );

            } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {

                currentValue.copy( newValue );

            } else {

                this[ key ] = newValue;

            }

        }

    }

Material.toJSON(meta: any): any

JSDoc:

/**
     * Serializes the material into JSON.
     *
     * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
     * @return {Object} A JSON object representing the serialized material.
     * @see {@link ObjectLoader#parse}
     */

Parameters:

  • meta any

Returns: any

Calls:

  • this.color.getHex
  • this.sheenColor.getHex
  • this.emissive.getHex
  • this.specular.getHex
  • this.specularColor.getHex
  • this.clearcoatMap.toJSON
  • this.clearcoatRoughnessMap.toJSON
  • this.clearcoatNormalMap.toJSON
  • this.clearcoatNormalScale.toArray
  • this.iridescenceMap.toJSON
  • this.iridescenceThicknessMap.toJSON
  • this.anisotropyMap.toJSON
  • this.map.toJSON
  • this.matcap.toJSON
  • this.alphaMap.toJSON
  • this.lightMap.toJSON
  • this.aoMap.toJSON
  • this.bumpMap.toJSON
  • this.normalMap.toJSON
  • this.normalScale.toArray
  • this.displacementMap.toJSON
  • this.roughnessMap.toJSON
  • this.metalnessMap.toJSON
  • this.emissiveMap.toJSON
  • this.specularMap.toJSON
  • this.specularIntensityMap.toJSON
  • this.specularColorMap.toJSON
  • this.envMap.toJSON
  • this.envMapRotation.toArray
  • this.gradientMap.toJSON
  • this.transmissionMap.toJSON
  • this.thicknessMap.toJSON
  • this.attenuationColor.getHex
  • this.blendColor.getHex
  • Object.keys
  • values.push
  • extractFromCache

Internal Comments:

// standard Material serialization (x4)
// rotation (SpriteMaterial)
// TODO: Copied from Object3D.toJSON

Code
toJSON( meta ) {

        const isRootObject = ( meta === undefined || typeof meta === 'string' );

        if ( isRootObject ) {

            meta = {
                textures: {},
                images: {}
            };

        }

        const data = {
            metadata: {
                version: 4.7,
                type: 'Material',
                generator: 'Material.toJSON'
            }
        };

        // standard Material serialization
        data.uuid = this.uuid;
        data.type = this.type;

        if ( this.name !== '' ) data.name = this.name;

        if ( this.color && this.color.isColor ) data.color = this.color.getHex();

        if ( this.roughness !== undefined ) data.roughness = this.roughness;
        if ( this.metalness !== undefined ) data.metalness = this.metalness;

        if ( this.sheen !== undefined ) data.sheen = this.sheen;
        if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();
        if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;
        if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
        if ( this.emissiveIntensity !== undefined && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;

        if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
        if ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;
        if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();
        if ( this.shininess !== undefined ) data.shininess = this.shininess;
        if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
        if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;

        if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {

            data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;

        }

        if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {

            data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;

        }

        if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {

            data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
            data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();

        }

        if ( this.dispersion !== undefined ) data.dispersion = this.dispersion;

        if ( this.iridescence !== undefined ) data.iridescence = this.iridescence;
        if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;
        if ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange;

        if ( this.iridescenceMap && this.iridescenceMap.isTexture ) {

            data.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid;

        }

        if ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) {

            data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid;

        }

        if ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy;
        if ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation;

        if ( this.anisotropyMap && this.anisotropyMap.isTexture ) {

            data.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid;

        }

        if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
        if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
        if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;

        if ( this.lightMap && this.lightMap.isTexture ) {

            data.lightMap = this.lightMap.toJSON( meta ).uuid;
            data.lightMapIntensity = this.lightMapIntensity;

        }

        if ( this.aoMap && this.aoMap.isTexture ) {

            data.aoMap = this.aoMap.toJSON( meta ).uuid;
            data.aoMapIntensity = this.aoMapIntensity;

        }

        if ( this.bumpMap && this.bumpMap.isTexture ) {

            data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
            data.bumpScale = this.bumpScale;

        }

        if ( this.normalMap && this.normalMap.isTexture ) {

            data.normalMap = this.normalMap.toJSON( meta ).uuid;
            data.normalMapType = this.normalMapType;
            data.normalScale = this.normalScale.toArray();

        }

        if ( this.displacementMap && this.displacementMap.isTexture ) {

            data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
            data.displacementScale = this.displacementScale;
            data.displacementBias = this.displacementBias;

        }

        if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
        if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;

        if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
        if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
        if ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;
        if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;

        if ( this.envMap && this.envMap.isTexture ) {

            data.envMap = this.envMap.toJSON( meta ).uuid;

            if ( this.combine !== undefined ) data.combine = this.combine;

        }

        if ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray();
        if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
        if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;
        if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;

        if ( this.gradientMap && this.gradientMap.isTexture ) {

            data.gradientMap = this.gradientMap.toJSON( meta ).uuid;

        }

        if ( this.transmission !== undefined ) data.transmission = this.transmission;
        if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;
        if ( this.thickness !== undefined ) data.thickness = this.thickness;
        if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;
        if ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance;
        if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();

        if ( this.size !== undefined ) data.size = this.size;
        if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;
        if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;

        if ( this.blending !== NormalBlending ) data.blending = this.blending;
        if ( this.side !== FrontSide ) data.side = this.side;
        if ( this.vertexColors === true ) data.vertexColors = true;

        if ( this.opacity < 1 ) data.opacity = this.opacity;
        if ( this.transparent === true ) data.transparent = true;

        if ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc;
        if ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst;
        if ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation;
        if ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha;
        if ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha;
        if ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha;
        if ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex();
        if ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha;

        if ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc;
        if ( this.depthTest === false ) data.depthTest = this.depthTest;
        if ( this.depthWrite === false ) data.depthWrite = this.depthWrite;
        if ( this.colorWrite === false ) data.colorWrite = this.colorWrite;

        if ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask;
        if ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc;
        if ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef;
        if ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask;
        if ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail;
        if ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail;
        if ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass;
        if ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite;

        // rotation (SpriteMaterial)
        if ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation;

        if ( this.polygonOffset === true ) data.polygonOffset = true;
        if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
        if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;

        if ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth;
        if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
        if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
        if ( this.scale !== undefined ) data.scale = this.scale;

        if ( this.dithering === true ) data.dithering = true;

        if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
        if ( this.alphaHash === true ) data.alphaHash = true;
        if ( this.alphaToCoverage === true ) data.alphaToCoverage = true;
        if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;
        if ( this.forceSinglePass === true ) data.forceSinglePass = true;

        if ( this.wireframe === true ) data.wireframe = true;
        if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
        if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
        if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;

        if ( this.flatShading === true ) data.flatShading = true;

        if ( this.visible === false ) data.visible = false;

        if ( this.toneMapped === false ) data.toneMapped = false;

        if ( this.fog === false ) data.fog = false;

        if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;

        // TODO: Copied from Object3D.toJSON

        function extractFromCache( cache ) {

            const values = [];

            for ( const key in cache ) {

                const data = cache[ key ];
                delete data.metadata;
                values.push( data );

            }

            return values;

        }

        if ( isRootObject ) {

            const textures = extractFromCache( meta.textures );
            const images = extractFromCache( meta.images );

            if ( textures.length > 0 ) data.textures = textures;
            if ( images.length > 0 ) data.images = images;

        }

        return data;

    }

Material.clone(): Material

JSDoc:

/**
     * Returns a new material with copied values from this instance.
     *
     * @return {Material} A clone of this instance.
     */

Returns: Material

Calls:

  • new this.constructor().copy
Code
clone() {

        return new this.constructor().copy( this );

    }

Material.copy(source: Material): Material

JSDoc:

/**
     * Copies the values of the given material to this instance.
     *
     * @param {Material} source - The material to copy.
     * @return {Material} A reference to this instance.
     */

Parameters:

  • source Material

Returns: Material

Calls:

  • this.blendColor.copy
  • srcPlanes[ i ].clone
  • JSON.parse
  • JSON.stringify
Code
copy( source ) {

        this.name = source.name;

        this.blending = source.blending;
        this.side = source.side;
        this.vertexColors = source.vertexColors;

        this.opacity = source.opacity;
        this.transparent = source.transparent;

        this.blendSrc = source.blendSrc;
        this.blendDst = source.blendDst;
        this.blendEquation = source.blendEquation;
        this.blendSrcAlpha = source.blendSrcAlpha;
        this.blendDstAlpha = source.blendDstAlpha;
        this.blendEquationAlpha = source.blendEquationAlpha;
        this.blendColor.copy( source.blendColor );
        this.blendAlpha = source.blendAlpha;

        this.depthFunc = source.depthFunc;
        this.depthTest = source.depthTest;
        this.depthWrite = source.depthWrite;

        this.stencilWriteMask = source.stencilWriteMask;
        this.stencilFunc = source.stencilFunc;
        this.stencilRef = source.stencilRef;
        this.stencilFuncMask = source.stencilFuncMask;
        this.stencilFail = source.stencilFail;
        this.stencilZFail = source.stencilZFail;
        this.stencilZPass = source.stencilZPass;
        this.stencilWrite = source.stencilWrite;

        const srcPlanes = source.clippingPlanes;
        let dstPlanes = null;

        if ( srcPlanes !== null ) {

            const n = srcPlanes.length;
            dstPlanes = new Array( n );

            for ( let i = 0; i !== n; ++ i ) {

                dstPlanes[ i ] = srcPlanes[ i ].clone();

            }

        }

        this.clippingPlanes = dstPlanes;
        this.clipIntersection = source.clipIntersection;
        this.clipShadows = source.clipShadows;

        this.shadowSide = source.shadowSide;

        this.colorWrite = source.colorWrite;

        this.precision = source.precision;

        this.polygonOffset = source.polygonOffset;
        this.polygonOffsetFactor = source.polygonOffsetFactor;
        this.polygonOffsetUnits = source.polygonOffsetUnits;

        this.dithering = source.dithering;

        this.alphaTest = source.alphaTest;
        this.alphaHash = source.alphaHash;
        this.alphaToCoverage = source.alphaToCoverage;
        this.premultipliedAlpha = source.premultipliedAlpha;
        this.forceSinglePass = source.forceSinglePass;

        this.visible = source.visible;

        this.toneMapped = source.toneMapped;

        this.userData = JSON.parse( JSON.stringify( source.userData ) );

        return this;

    }

Material.dispose(): void

JSDoc:

/**
     * Frees the GPU-related resources allocated by this instance. Call this
     * method whenever this instance is no longer used in your app.
     *
     * @fires Material#dispose
     */

Returns: void

Calls:

  • this.dispatchEvent

Internal Comments:

/**
         * Fires when the material has been disposed of.
         *
         * @event Material#dispose
         * @type {Object}
         */ (x4)

Code
dispose() {

        /**
         * Fires when the material has been disposed of.
         *
         * @event Material#dispose
         * @type {Object}
         */
        this.dispatchEvent( { type: 'dispose' } );

    }

extractFromCache(cache: any): any[]

Parameters:

  • cache any

Returns: any[]

Calls:

  • values.push
Code
function extractFromCache( cache ) {

            const values = [];

            for ( const key in cache ) {

                const data = cache[ key ];
                delete data.metadata;
                values.push( data );

            }

            return values;

        }

Classes

Material

Class Code
class Material extends EventDispatcher {

    /**
     * Constructs a new material.
     */
    constructor() {

        super();

        /**
         * This flag can be used for type testing.
         *
         * @type {boolean}
         * @readonly
         * @default true
         */
        this.isMaterial = true;

        /**
         * The ID of the material.
         *
         * @name Material#id
         * @type {number}
         * @readonly
         */
        Object.defineProperty( this, 'id', { value: _materialId ++ } );

        /**
         * The UUID of the material.
         *
         * @type {string}
         * @readonly
         */
        this.uuid = generateUUID();

        /**
         * The name of the material.
         *
         * @type {string}
         */
        this.name = '';

        /**
         * The type property is used for detecting the object type
         * in context of serialization/deserialization.
         *
         * @type {string}
         * @readonly
         */
        this.type = 'Material';

        /**
         * Defines the blending type of the material.
         *
         * It must be set to `CustomBlending` if custom blending properties like
         * {@link Material#blendSrc}, {@link Material#blendDst} or {@link Material#blendEquation}
         * should have any effect.
         *
         * @type {(NoBlending|NormalBlending|AdditiveBlending|SubtractiveBlending|MultiplyBlending|CustomBlending)}
         * @default NormalBlending
         */
        this.blending = NormalBlending;

        /**
         * Defines which side of faces will be rendered - front, back or both.
         *
         * @type {(FrontSide|BackSide|DoubleSide)}
         * @default FrontSide
         */
        this.side = FrontSide;

        /**
         * If set to `true`, vertex colors should be used.
         *
         * The engine supports RGB and RGBA vertex colors depending on whether a three (RGB) or
         * four (RGBA) component color buffer attribute is used.
         *
         * @type {boolean}
         * @default false
         */
        this.vertexColors = false;

        /**
         * Defines how transparent the material is.
         * A value of `0.0` indicates fully transparent, `1.0` is fully opaque.
         *
         * If the {@link Material#transparent} is not set to `true`,
         * the material will remain fully opaque and this value will only affect its color.
         *
         * @type {number}
         * @default 1
         */
        this.opacity = 1;

        /**
         * Defines whether this material is transparent. This has an effect on
         * rendering as transparent objects need special treatment and are rendered
         * after non-transparent objects.
         *
         * When set to true, the extent to which the material is transparent is
         * controlled by {@link Material#opacity}.
         *
         * @type {boolean}
         * @default false
         */
        this.transparent = false;

        /**
         * Enables alpha hashed transparency, an alternative to {@link Material#transparent} or
         * {@link Material#alphaTest}. The material will not be rendered if opacity is lower than
         * a random threshold. Randomization introduces some grain or noise, but approximates alpha
         * blending without the associated problems of sorting. Using TAA can reduce the resulting noise.
         *
         * @type {boolean}
         * @default false
         */
        this.alphaHash = false;

        /**
         * Defines the blending source factor.
         *
         * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
         * @default SrcAlphaFactor
         */
        this.blendSrc = SrcAlphaFactor;

        /**
         * Defines the blending destination factor.
         *
         * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
         * @default OneMinusSrcAlphaFactor
         */
        this.blendDst = OneMinusSrcAlphaFactor;

        /**
         * Defines the blending equation.
         *
         * @type {(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
         * @default AddEquation
         */
        this.blendEquation = AddEquation;

        /**
         * Defines the blending source alpha factor.
         *
         * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
         * @default null
         */
        this.blendSrcAlpha = null;

        /**
         * Defines the blending destination alpha factor.
         *
         * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
         * @default null
         */
        this.blendDstAlpha = null;

        /**
         * Defines the blending equation of the alpha channel.
         *
         * @type {?(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
         * @default null
         */
        this.blendEquationAlpha = null;

        /**
         * Represents the RGB values of the constant blend color.
         *
         * This property has only an effect when using custom blending with `ConstantColor` or `OneMinusConstantColor`.
         *
         * @type {Color}
         * @default (0,0,0)
         */
        this.blendColor = new Color( 0, 0, 0 );

        /**
         * Represents the alpha value of the constant blend color.
         *
         * This property has only an effect when using custom blending with `ConstantAlpha` or `OneMinusConstantAlpha`.
         *
         * @type {number}
         * @default 0
         */
        this.blendAlpha = 0;

        /**
         * Defines the depth function.
         *
         * @type {(NeverDepth|AlwaysDepth|LessDepth|LessEqualDepth|EqualDepth|GreaterEqualDepth|GreaterDepth|NotEqualDepth)}
         * @default LessEqualDepth
         */
        this.depthFunc = LessEqualDepth;

        /**
         * Whether to have depth test enabled when rendering this material.
         * When the depth test is disabled, the depth write will also be implicitly disabled.
         *
         * @type {boolean}
         * @default true
         */
        this.depthTest = true;

        /**
         * Whether rendering this material has any effect on the depth buffer.
         *
         * When drawing 2D overlays it can be useful to disable the depth writing in
         * order to layer several things together without creating z-index artifacts.
         *
         * @type {boolean}
         * @default true
         */
        this.depthWrite = true;

        /**
         * The bit mask to use when writing to the stencil buffer.
         *
         * @type {number}
         * @default 0xff
         */
        this.stencilWriteMask = 0xff;

        /**
         * The stencil comparison function to use.
         *
         * @type {NeverStencilFunc|LessStencilFunc|EqualStencilFunc|LessEqualStencilFunc|GreaterStencilFunc|NotEqualStencilFunc|GreaterEqualStencilFunc|AlwaysStencilFunc}
         * @default AlwaysStencilFunc
         */
        this.stencilFunc = AlwaysStencilFunc;

        /**
         * The value to use when performing stencil comparisons or stencil operations.
         *
         * @type {number}
         * @default 0
         */
        this.stencilRef = 0;

        /**
         * The bit mask to use when comparing against the stencil buffer.
         *
         * @type {number}
         * @default 0xff
         */
        this.stencilFuncMask = 0xff;

        /**
         * Which stencil operation to perform when the comparison function returns `false`.
         *
         * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
         * @default KeepStencilOp
         */
        this.stencilFail = KeepStencilOp;

        /**
         * Which stencil operation to perform when the comparison function returns
         * `true` but the depth test fails.
         *
         * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
         * @default KeepStencilOp
         */
        this.stencilZFail = KeepStencilOp;

        /**
         * Which stencil operation to perform when the comparison function returns
         * `true` and the depth test passes.
         *
         * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
         * @default KeepStencilOp
         */
        this.stencilZPass = KeepStencilOp;

        /**
         * Whether stencil operations are performed against the stencil buffer. In
         * order to perform writes or comparisons against the stencil buffer this
         * value must be `true`.
         *
         * @type {boolean}
         * @default false
         */
        this.stencilWrite = false;

        /**
         * User-defined clipping planes specified as THREE.Plane objects in world
         * space. These planes apply to the objects this material is attached to.
         * Points in space whose signed distance to the plane is negative are clipped
         * (not rendered). This requires {@link WebGLRenderer#localClippingEnabled} to
         * be `true`.
         *
         * @type {?Array<Plane>}
         * @default null
         */
        this.clippingPlanes = null;

        /**
         * Changes the behavior of clipping planes so that only their intersection is
         * clipped, rather than their union.
         *
         * @type {boolean}
         * @default false
         */
        this.clipIntersection = false;

        /**
         * Defines whether to clip shadows according to the clipping planes specified
         * on this material.
         *
         * @type {boolean}
         * @default false
         */
        this.clipShadows = false;

        /**
         * Defines which side of faces cast shadows. If `null`, the side casting shadows
         * is determined as follows:
         *
         * - When {@link Material#side} is set to `FrontSide`, the back side cast shadows.
         * - When {@link Material#side} is set to `BackSide`, the front side cast shadows.
         * - When {@link Material#side} is set to `DoubleSide`, both sides cast shadows.
         *
         * @type {?(FrontSide|BackSide|DoubleSide)}
         * @default null
         */
        this.shadowSide = null;

        /**
         * Whether to render the material's color.
         *
         * This can be used in conjunction with {@link Object3D#renderOder} to create invisible
         * objects that occlude other objects.
         *
         * @type {boolean}
         * @default true
         */
        this.colorWrite = true;

        /**
         * Override the renderer's default precision for this material.
         *
         * @type {?('highp'|'mediump'|'lowp')}
         * @default null
         */
        this.precision = null;

        /**
         * Whether to use polygon offset or not. When enabled, each fragment's depth value will
         * be offset after it is interpolated from the depth values of the appropriate vertices.
         * The offset is added before the depth test is performed and before the value is written
         * into the depth buffer.
         *
         * Can be useful for rendering hidden-line images, for applying decals to surfaces, and for
         * rendering solids with highlighted edges.
         *
         * @type {boolean}
         * @default false
         */
        this.polygonOffset = false;

        /**
         * Specifies a scale factor that is used to create a variable depth offset for each polygon.
         *
         * @type {number}
         * @default 0
         */
        this.polygonOffsetFactor = 0;

        /**
         * Is multiplied by an implementation-specific value to create a constant depth offset.
         *
         * @type {number}
         * @default 0
         */
        this.polygonOffsetUnits = 0;

        /**
         * Whether to apply dithering to the color to remove the appearance of banding.
         *
         * @type {boolean}
         * @default false
         */
        this.dithering = false;

        /**
         * Whether alpha to coverage should be enabled or not. Can only be used with MSAA-enabled contexts
         * (meaning when the renderer was created with *antialias* parameter set to `true`). Enabling this
         * will smooth aliasing on clip plane edges and alphaTest-clipped edges.
         *
         * @type {boolean}
         * @default false
         */
        this.alphaToCoverage = false;

        /**
         * Whether to premultiply the alpha (transparency) value.
         *
         * @type {boolean}
         * @default false
         */
        this.premultipliedAlpha = false;

        /**
         * Whether double-sided, transparent objects should be rendered with a single pass or not.
         *
         * The engine renders double-sided, transparent objects with two draw calls (back faces first,
         * then front faces) to mitigate transparency artifacts. There are scenarios however where this
         * approach produces no quality gains but still doubles draw calls e.g. when rendering flat
         * vegetation like grass sprites. In these cases, set the `forceSinglePass` flag to `true` to
         * disable the two pass rendering to avoid performance issues.
         *
         * @type {boolean}
         * @default false
         */
        this.forceSinglePass = false;

        /**
         * Whether it's possible to override the material with {@link Scene#overrideMaterial} or not.
         *
         * @type {boolean}
         * @default true
         */
        this.allowOverride = true;

        /**
         * Defines whether 3D objects using this material are visible.
         *
         * @type {boolean}
         * @default true
         */
        this.visible = true;

        /**
         * Defines whether this material is tone mapped according to the renderer's tone mapping setting.
         *
         * It is ignored when rendering to a render target or using post processing or when using
         * `WebGPURenderer`. In all these cases, all materials are honored by tone mapping.
         *
         * @type {boolean}
         * @default true
         */
        this.toneMapped = true;

        /**
         * An object that can be used to store custom data about the Material. It
         * should not hold references to functions as these will not be cloned.
         *
         * @type {Object}
         */
        this.userData = {};

        /**
         * This starts at `0` and counts how many times {@link Material#needsUpdate} is set to `true`.
         *
         * @type {number}
         * @readonly
         * @default 0
         */
        this.version = 0;

        this._alphaTest = 0;

    }

    /**
     * Sets the alpha value to be used when running an alpha test. The material
     * will not be rendered if the opacity is lower than this value.
     *
     * @type {number}
     * @readonly
     * @default 0
     */
    get alphaTest() {

        return this._alphaTest;

    }

    set alphaTest( value ) {

        if ( this._alphaTest > 0 !== value > 0 ) {

            this.version ++;

        }

        this._alphaTest = value;

    }

    /**
     * An optional callback that is executed immediately before the material is used to render a 3D object.
     *
     * This method can only be used when rendering with {@link WebGLRenderer}.
     *
     * @param {WebGLRenderer} renderer - The renderer.
     * @param {Scene} scene - The scene.
     * @param {Camera} camera - The camera that is used to render the scene.
     * @param {BufferGeometry} geometry - The 3D object's geometry.
     * @param {Object3D} object - The 3D object.
     * @param {Object} group - The geometry group data.
     */
    onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {}

    /**
     * An optional callback that is executed immediately before the shader
     * program is compiled. This function is called with the shader source code
     * as a parameter. Useful for the modification of built-in materials.
     *
     * This method can only be used when rendering with {@link WebGLRenderer}. The
     * recommended approach when customizing materials is to use `WebGPURenderer` with the new
     * Node Material system and [TSL]{@link https://github.com/mrdoob/three.js/wiki/Three.js-Shading-Language}.
     *
     * @param {{vertexShader:string,fragmentShader:string,uniforms:Object}} shaderobject - The object holds the uniforms and the vertex and fragment shader source.
     * @param {WebGLRenderer} renderer - A reference to the renderer.
     */
    onBeforeCompile( /* shaderobject, renderer */ ) {}

    /**
     * In case {@link Material#onBeforeCompile} is used, this callback can be used to identify
     * values of settings used in `onBeforeCompile()`, so three.js can reuse a cached
     * shader or recompile the shader for this material as needed.
     *
     * This method can only be used when rendering with {@link WebGLRenderer}.
     *
     * @return {string} The custom program cache key.
     */
    customProgramCacheKey() {

        return this.onBeforeCompile.toString();

    }

    /**
     * This method can be used to set default values from parameter objects.
     * It is a generic implementation so it can be used with different types
     * of materials.
     *
     * @param {Object} [values] - The material values to set.
     */
    setValues( values ) {

        if ( values === undefined ) return;

        for ( const key in values ) {

            const newValue = values[ key ];

            if ( newValue === undefined ) {

                console.warn( `THREE.Material: parameter '${ key }' has value of undefined.` );
                continue;

            }

            const currentValue = this[ key ];

            if ( currentValue === undefined ) {

                console.warn( `THREE.Material: '${ key }' is not a property of THREE.${ this.type }.` );
                continue;

            }

            if ( currentValue && currentValue.isColor ) {

                currentValue.set( newValue );

            } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {

                currentValue.copy( newValue );

            } else {

                this[ key ] = newValue;

            }

        }

    }

    /**
     * Serializes the material into JSON.
     *
     * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
     * @return {Object} A JSON object representing the serialized material.
     * @see {@link ObjectLoader#parse}
     */
    toJSON( meta ) {

        const isRootObject = ( meta === undefined || typeof meta === 'string' );

        if ( isRootObject ) {

            meta = {
                textures: {},
                images: {}
            };

        }

        const data = {
            metadata: {
                version: 4.7,
                type: 'Material',
                generator: 'Material.toJSON'
            }
        };

        // standard Material serialization
        data.uuid = this.uuid;
        data.type = this.type;

        if ( this.name !== '' ) data.name = this.name;

        if ( this.color && this.color.isColor ) data.color = this.color.getHex();

        if ( this.roughness !== undefined ) data.roughness = this.roughness;
        if ( this.metalness !== undefined ) data.metalness = this.metalness;

        if ( this.sheen !== undefined ) data.sheen = this.sheen;
        if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();
        if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;
        if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
        if ( this.emissiveIntensity !== undefined && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;

        if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
        if ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;
        if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();
        if ( this.shininess !== undefined ) data.shininess = this.shininess;
        if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
        if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;

        if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {

            data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;

        }

        if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {

            data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;

        }

        if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {

            data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
            data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();

        }

        if ( this.dispersion !== undefined ) data.dispersion = this.dispersion;

        if ( this.iridescence !== undefined ) data.iridescence = this.iridescence;
        if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;
        if ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange;

        if ( this.iridescenceMap && this.iridescenceMap.isTexture ) {

            data.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid;

        }

        if ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) {

            data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid;

        }

        if ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy;
        if ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation;

        if ( this.anisotropyMap && this.anisotropyMap.isTexture ) {

            data.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid;

        }

        if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
        if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
        if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;

        if ( this.lightMap && this.lightMap.isTexture ) {

            data.lightMap = this.lightMap.toJSON( meta ).uuid;
            data.lightMapIntensity = this.lightMapIntensity;

        }

        if ( this.aoMap && this.aoMap.isTexture ) {

            data.aoMap = this.aoMap.toJSON( meta ).uuid;
            data.aoMapIntensity = this.aoMapIntensity;

        }

        if ( this.bumpMap && this.bumpMap.isTexture ) {

            data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
            data.bumpScale = this.bumpScale;

        }

        if ( this.normalMap && this.normalMap.isTexture ) {

            data.normalMap = this.normalMap.toJSON( meta ).uuid;
            data.normalMapType = this.normalMapType;
            data.normalScale = this.normalScale.toArray();

        }

        if ( this.displacementMap && this.displacementMap.isTexture ) {

            data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
            data.displacementScale = this.displacementScale;
            data.displacementBias = this.displacementBias;

        }

        if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
        if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;

        if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
        if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
        if ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;
        if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;

        if ( this.envMap && this.envMap.isTexture ) {

            data.envMap = this.envMap.toJSON( meta ).uuid;

            if ( this.combine !== undefined ) data.combine = this.combine;

        }

        if ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray();
        if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
        if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;
        if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;

        if ( this.gradientMap && this.gradientMap.isTexture ) {

            data.gradientMap = this.gradientMap.toJSON( meta ).uuid;

        }

        if ( this.transmission !== undefined ) data.transmission = this.transmission;
        if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;
        if ( this.thickness !== undefined ) data.thickness = this.thickness;
        if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;
        if ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance;
        if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();

        if ( this.size !== undefined ) data.size = this.size;
        if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;
        if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;

        if ( this.blending !== NormalBlending ) data.blending = this.blending;
        if ( this.side !== FrontSide ) data.side = this.side;
        if ( this.vertexColors === true ) data.vertexColors = true;

        if ( this.opacity < 1 ) data.opacity = this.opacity;
        if ( this.transparent === true ) data.transparent = true;

        if ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc;
        if ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst;
        if ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation;
        if ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha;
        if ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha;
        if ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha;
        if ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex();
        if ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha;

        if ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc;
        if ( this.depthTest === false ) data.depthTest = this.depthTest;
        if ( this.depthWrite === false ) data.depthWrite = this.depthWrite;
        if ( this.colorWrite === false ) data.colorWrite = this.colorWrite;

        if ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask;
        if ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc;
        if ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef;
        if ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask;
        if ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail;
        if ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail;
        if ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass;
        if ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite;

        // rotation (SpriteMaterial)
        if ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation;

        if ( this.polygonOffset === true ) data.polygonOffset = true;
        if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
        if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;

        if ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth;
        if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
        if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
        if ( this.scale !== undefined ) data.scale = this.scale;

        if ( this.dithering === true ) data.dithering = true;

        if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
        if ( this.alphaHash === true ) data.alphaHash = true;
        if ( this.alphaToCoverage === true ) data.alphaToCoverage = true;
        if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;
        if ( this.forceSinglePass === true ) data.forceSinglePass = true;

        if ( this.wireframe === true ) data.wireframe = true;
        if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
        if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
        if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;

        if ( this.flatShading === true ) data.flatShading = true;

        if ( this.visible === false ) data.visible = false;

        if ( this.toneMapped === false ) data.toneMapped = false;

        if ( this.fog === false ) data.fog = false;

        if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;

        // TODO: Copied from Object3D.toJSON

        function extractFromCache( cache ) {

            const values = [];

            for ( const key in cache ) {

                const data = cache[ key ];
                delete data.metadata;
                values.push( data );

            }

            return values;

        }

        if ( isRootObject ) {

            const textures = extractFromCache( meta.textures );
            const images = extractFromCache( meta.images );

            if ( textures.length > 0 ) data.textures = textures;
            if ( images.length > 0 ) data.images = images;

        }

        return data;

    }

    /**
     * Returns a new material with copied values from this instance.
     *
     * @return {Material} A clone of this instance.
     */
    clone() {

        return new this.constructor().copy( this );

    }

    /**
     * Copies the values of the given material to this instance.
     *
     * @param {Material} source - The material to copy.
     * @return {Material} A reference to this instance.
     */
    copy( source ) {

        this.name = source.name;

        this.blending = source.blending;
        this.side = source.side;
        this.vertexColors = source.vertexColors;

        this.opacity = source.opacity;
        this.transparent = source.transparent;

        this.blendSrc = source.blendSrc;
        this.blendDst = source.blendDst;
        this.blendEquation = source.blendEquation;
        this.blendSrcAlpha = source.blendSrcAlpha;
        this.blendDstAlpha = source.blendDstAlpha;
        this.blendEquationAlpha = source.blendEquationAlpha;
        this.blendColor.copy( source.blendColor );
        this.blendAlpha = source.blendAlpha;

        this.depthFunc = source.depthFunc;
        this.depthTest = source.depthTest;
        this.depthWrite = source.depthWrite;

        this.stencilWriteMask = source.stencilWriteMask;
        this.stencilFunc = source.stencilFunc;
        this.stencilRef = source.stencilRef;
        this.stencilFuncMask = source.stencilFuncMask;
        this.stencilFail = source.stencilFail;
        this.stencilZFail = source.stencilZFail;
        this.stencilZPass = source.stencilZPass;
        this.stencilWrite = source.stencilWrite;

        const srcPlanes = source.clippingPlanes;
        let dstPlanes = null;

        if ( srcPlanes !== null ) {

            const n = srcPlanes.length;
            dstPlanes = new Array( n );

            for ( let i = 0; i !== n; ++ i ) {

                dstPlanes[ i ] = srcPlanes[ i ].clone();

            }

        }

        this.clippingPlanes = dstPlanes;
        this.clipIntersection = source.clipIntersection;
        this.clipShadows = source.clipShadows;

        this.shadowSide = source.shadowSide;

        this.colorWrite = source.colorWrite;

        this.precision = source.precision;

        this.polygonOffset = source.polygonOffset;
        this.polygonOffsetFactor = source.polygonOffsetFactor;
        this.polygonOffsetUnits = source.polygonOffsetUnits;

        this.dithering = source.dithering;

        this.alphaTest = source.alphaTest;
        this.alphaHash = source.alphaHash;
        this.alphaToCoverage = source.alphaToCoverage;
        this.premultipliedAlpha = source.premultipliedAlpha;
        this.forceSinglePass = source.forceSinglePass;

        this.visible = source.visible;

        this.toneMapped = source.toneMapped;

        this.userData = JSON.parse( JSON.stringify( source.userData ) );

        return this;

    }

    /**
     * Frees the GPU-related resources allocated by this instance. Call this
     * method whenever this instance is no longer used in your app.
     *
     * @fires Material#dispose
     */
    dispose() {

        /**
         * Fires when the material has been disposed of.
         *
         * @event Material#dispose
         * @type {Object}
         */
        this.dispatchEvent( { type: 'dispose' } );

    }

    /**
     * Setting this property to `true` indicates the engine the material
     * needs to be recompiled.
     *
     * @type {boolean}
     * @default false
     * @param {boolean} value
     */
    set needsUpdate( value ) {

        if ( value === true ) this.version ++;

    }

}

Methods

onBeforeRender(): void
Code
onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {}
onBeforeCompile(): void
Code
onBeforeCompile( /* shaderobject, renderer */ ) {}
customProgramCacheKey(): string
Code
customProgramCacheKey() {

        return this.onBeforeCompile.toString();

    }
setValues(values: any): void
Code
setValues( values ) {

        if ( values === undefined ) return;

        for ( const key in values ) {

            const newValue = values[ key ];

            if ( newValue === undefined ) {

                console.warn( `THREE.Material: parameter '${ key }' has value of undefined.` );
                continue;

            }

            const currentValue = this[ key ];

            if ( currentValue === undefined ) {

                console.warn( `THREE.Material: '${ key }' is not a property of THREE.${ this.type }.` );
                continue;

            }

            if ( currentValue && currentValue.isColor ) {

                currentValue.set( newValue );

            } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {

                currentValue.copy( newValue );

            } else {

                this[ key ] = newValue;

            }

        }

    }
toJSON(meta: any): any
Code
toJSON( meta ) {

        const isRootObject = ( meta === undefined || typeof meta === 'string' );

        if ( isRootObject ) {

            meta = {
                textures: {},
                images: {}
            };

        }

        const data = {
            metadata: {
                version: 4.7,
                type: 'Material',
                generator: 'Material.toJSON'
            }
        };

        // standard Material serialization
        data.uuid = this.uuid;
        data.type = this.type;

        if ( this.name !== '' ) data.name = this.name;

        if ( this.color && this.color.isColor ) data.color = this.color.getHex();

        if ( this.roughness !== undefined ) data.roughness = this.roughness;
        if ( this.metalness !== undefined ) data.metalness = this.metalness;

        if ( this.sheen !== undefined ) data.sheen = this.sheen;
        if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();
        if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;
        if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
        if ( this.emissiveIntensity !== undefined && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;

        if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
        if ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;
        if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();
        if ( this.shininess !== undefined ) data.shininess = this.shininess;
        if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
        if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;

        if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {

            data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;

        }

        if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {

            data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;

        }

        if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {

            data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
            data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();

        }

        if ( this.dispersion !== undefined ) data.dispersion = this.dispersion;

        if ( this.iridescence !== undefined ) data.iridescence = this.iridescence;
        if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;
        if ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange;

        if ( this.iridescenceMap && this.iridescenceMap.isTexture ) {

            data.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid;

        }

        if ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) {

            data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid;

        }

        if ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy;
        if ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation;

        if ( this.anisotropyMap && this.anisotropyMap.isTexture ) {

            data.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid;

        }

        if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
        if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
        if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;

        if ( this.lightMap && this.lightMap.isTexture ) {

            data.lightMap = this.lightMap.toJSON( meta ).uuid;
            data.lightMapIntensity = this.lightMapIntensity;

        }

        if ( this.aoMap && this.aoMap.isTexture ) {

            data.aoMap = this.aoMap.toJSON( meta ).uuid;
            data.aoMapIntensity = this.aoMapIntensity;

        }

        if ( this.bumpMap && this.bumpMap.isTexture ) {

            data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
            data.bumpScale = this.bumpScale;

        }

        if ( this.normalMap && this.normalMap.isTexture ) {

            data.normalMap = this.normalMap.toJSON( meta ).uuid;
            data.normalMapType = this.normalMapType;
            data.normalScale = this.normalScale.toArray();

        }

        if ( this.displacementMap && this.displacementMap.isTexture ) {

            data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
            data.displacementScale = this.displacementScale;
            data.displacementBias = this.displacementBias;

        }

        if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
        if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;

        if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
        if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
        if ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;
        if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;

        if ( this.envMap && this.envMap.isTexture ) {

            data.envMap = this.envMap.toJSON( meta ).uuid;

            if ( this.combine !== undefined ) data.combine = this.combine;

        }

        if ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray();
        if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
        if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;
        if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;

        if ( this.gradientMap && this.gradientMap.isTexture ) {

            data.gradientMap = this.gradientMap.toJSON( meta ).uuid;

        }

        if ( this.transmission !== undefined ) data.transmission = this.transmission;
        if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;
        if ( this.thickness !== undefined ) data.thickness = this.thickness;
        if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;
        if ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance;
        if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();

        if ( this.size !== undefined ) data.size = this.size;
        if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;
        if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;

        if ( this.blending !== NormalBlending ) data.blending = this.blending;
        if ( this.side !== FrontSide ) data.side = this.side;
        if ( this.vertexColors === true ) data.vertexColors = true;

        if ( this.opacity < 1 ) data.opacity = this.opacity;
        if ( this.transparent === true ) data.transparent = true;

        if ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc;
        if ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst;
        if ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation;
        if ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha;
        if ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha;
        if ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha;
        if ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex();
        if ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha;

        if ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc;
        if ( this.depthTest === false ) data.depthTest = this.depthTest;
        if ( this.depthWrite === false ) data.depthWrite = this.depthWrite;
        if ( this.colorWrite === false ) data.colorWrite = this.colorWrite;

        if ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask;
        if ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc;
        if ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef;
        if ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask;
        if ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail;
        if ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail;
        if ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass;
        if ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite;

        // rotation (SpriteMaterial)
        if ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation;

        if ( this.polygonOffset === true ) data.polygonOffset = true;
        if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
        if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;

        if ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth;
        if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
        if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
        if ( this.scale !== undefined ) data.scale = this.scale;

        if ( this.dithering === true ) data.dithering = true;

        if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
        if ( this.alphaHash === true ) data.alphaHash = true;
        if ( this.alphaToCoverage === true ) data.alphaToCoverage = true;
        if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;
        if ( this.forceSinglePass === true ) data.forceSinglePass = true;

        if ( this.wireframe === true ) data.wireframe = true;
        if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
        if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
        if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;

        if ( this.flatShading === true ) data.flatShading = true;

        if ( this.visible === false ) data.visible = false;

        if ( this.toneMapped === false ) data.toneMapped = false;

        if ( this.fog === false ) data.fog = false;

        if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;

        // TODO: Copied from Object3D.toJSON

        function extractFromCache( cache ) {

            const values = [];

            for ( const key in cache ) {

                const data = cache[ key ];
                delete data.metadata;
                values.push( data );

            }

            return values;

        }

        if ( isRootObject ) {

            const textures = extractFromCache( meta.textures );
            const images = extractFromCache( meta.images );

            if ( textures.length > 0 ) data.textures = textures;
            if ( images.length > 0 ) data.images = images;

        }

        return data;

    }
clone(): Material
Code
clone() {

        return new this.constructor().copy( this );

    }
copy(source: Material): Material
Code
copy( source ) {

        this.name = source.name;

        this.blending = source.blending;
        this.side = source.side;
        this.vertexColors = source.vertexColors;

        this.opacity = source.opacity;
        this.transparent = source.transparent;

        this.blendSrc = source.blendSrc;
        this.blendDst = source.blendDst;
        this.blendEquation = source.blendEquation;
        this.blendSrcAlpha = source.blendSrcAlpha;
        this.blendDstAlpha = source.blendDstAlpha;
        this.blendEquationAlpha = source.blendEquationAlpha;
        this.blendColor.copy( source.blendColor );
        this.blendAlpha = source.blendAlpha;

        this.depthFunc = source.depthFunc;
        this.depthTest = source.depthTest;
        this.depthWrite = source.depthWrite;

        this.stencilWriteMask = source.stencilWriteMask;
        this.stencilFunc = source.stencilFunc;
        this.stencilRef = source.stencilRef;
        this.stencilFuncMask = source.stencilFuncMask;
        this.stencilFail = source.stencilFail;
        this.stencilZFail = source.stencilZFail;
        this.stencilZPass = source.stencilZPass;
        this.stencilWrite = source.stencilWrite;

        const srcPlanes = source.clippingPlanes;
        let dstPlanes = null;

        if ( srcPlanes !== null ) {

            const n = srcPlanes.length;
            dstPlanes = new Array( n );

            for ( let i = 0; i !== n; ++ i ) {

                dstPlanes[ i ] = srcPlanes[ i ].clone();

            }

        }

        this.clippingPlanes = dstPlanes;
        this.clipIntersection = source.clipIntersection;
        this.clipShadows = source.clipShadows;

        this.shadowSide = source.shadowSide;

        this.colorWrite = source.colorWrite;

        this.precision = source.precision;

        this.polygonOffset = source.polygonOffset;
        this.polygonOffsetFactor = source.polygonOffsetFactor;
        this.polygonOffsetUnits = source.polygonOffsetUnits;

        this.dithering = source.dithering;

        this.alphaTest = source.alphaTest;
        this.alphaHash = source.alphaHash;
        this.alphaToCoverage = source.alphaToCoverage;
        this.premultipliedAlpha = source.premultipliedAlpha;
        this.forceSinglePass = source.forceSinglePass;

        this.visible = source.visible;

        this.toneMapped = source.toneMapped;

        this.userData = JSON.parse( JSON.stringify( source.userData ) );

        return this;

    }
dispose(): void
Code
dispose() {

        /**
         * Fires when the material has been disposed of.
         *
         * @event Material#dispose
         * @type {Object}
         */
        this.dispatchEvent( { type: 'dispose' } );

    }