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Interface: InstancedSkinnedMaterialOptions

Properties​

atlasGridCols​

• Optional atlasGridCols: number


atlasGridRows​

• Optional atlasGridRows: number


color​

• Optional color: Color


depthWrite​

• Optional depthWrite: boolean


emissiveFace​

• Optional emissiveFace: Object

One face of one part that glows at full albedo when an instance's instanceEmissive attribute is set (e.g. a headlight lens). Face indices follow the shader's getFaceIndex order: 0=+x, 1=-x, 2=+y, 3=-y, 4=+z, 5=-z.

Type declaration​

NameType
colorColor
faceIndexnumber
partIndexnumber

faceShades​

• Optional faceShades: EntityFaceShades

Per-axis face brightness; DEFAULT_ENTITY_FACE_SHADES if unset.


isEnvironmentBound​

• Optional isEnvironmentBound: boolean

Whether the material shares the live scene's atmosphere uniforms (fog, sky fog, underwater submersion, light cones). In-world entities want true; offscreen studio renders (portraits, thumbnails) want false, or a bake taken while the camera is underwater ships tinted forever. The local fallback uniforms are neutral at portrait range.

It also decides the shadow uniforms: bound materials share the one sharedEntityShadowUniforms block the world lighting is copied into once a frame; studio materials keep a private, never-updated block, so a portrait renderer never binds the world's shadow maps.


map​

• Optional map: Texture<unknown>


opacity​

• Optional opacity: number


partCount​

• Optional partCount: number


receiveShadows​

• Optional receiveShadows: boolean


shadowSelfBoundsMargin​

• Optional shadowSelfBoundsMargin: number

Slack in blocks around the drawn geometry's bounding sphere, which bounds each instance's own body for its shadows (uShadowSelfSphere): room for limbs that swing past their rest pose and for the body's own shadow imprint, which is redrawn only every few frames as it moves. Defaults to ENTITY_SHADOW_SELF_BOUNDS_MARGIN.


side​

• Optional side: Side


transparent​

• Optional transparent: boolean


useFaceUV​

• Optional useFaceUV: boolean


useVertexColor​

• Optional useVertexColor: boolean