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
| Name | Type |
|---|---|
color | Color |
faceIndex | number |
partIndex | number |
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