OptionalalbedoSolid base color value or hex string representation. Defaults to white.
OptionalalbedoMap containing surface color data, or file path.
OptionalaoIntensity multiplier of ambient occlusion shadows. Defaults to 1.0.
OptionalaoMap containing ambient occlusion details, or file path.
OptionalcullCustom back-face/front-face/none culling mode selection.
OptionaldepthDepth check comparison function. Defaults to "less".
OptionaldepthToggle depth buffer writes. Defaults to true.
OptionaldoubleWhen true, disables face culling so back and front polygons are rendered.
OptionalemissiveSolid emissive color value or hex string representation. Defaults to black.
OptionalemissiveEmissive intensity multiplier (supports values > 1 for HDR emission). Defaults to 1.0.
OptionalemissiveMap containing emissive light data, or file path.
OptionalmetallicSurface metallic conduction microfacet value. Defaults to 0.0.
OptionalmetallicMap detailing metallic coefficients, or file path.
OptionalnextSecondary material pass rendered immediately after this material.
OptionalnormalScaling factor applied to normal tangent values. Defaults to 1.0.
OptionalnormalTangent-space normal map detailing high-frequency surface folds, or file path.
OptionalopacitySurface opacity level (alpha). Automatically handles transparent rendering and depth buffer updates.
OptionalormMap containing packed Ambient Occlusion, Roughness, and Metallic (ORM) values, or file path.
OptionalparametersConfigurable parameters passed to the shader via @group(3) @binding(0).
Packed sequentially as 32-bit floats. Layout must align perfectly with target WGSL structures.
OptionalroughnessSurface roughness microfacet scattering coefficient. Defaults to 0.5.
OptionalroughnessMap detailing roughness values, or file path.
WGSL custom shader code containing vs_main and fs_main entries.
OptionaltextureShorthand alias for albedoTexture.
OptionaltransparentIf true, the material supports alpha transparency during rendering blending passes.
OptionaluniformsLegacy alias for parameters.
Configuration options utilized when creating a new custom ShaderMaterial.