Optionalalphathreshold for 'mask', default 0.5
Optionalalpha'opaque' ignores the base colour's alpha (the default), 'mask'
discards fragments with an alpha below alphaCutoff, 'blend' makes
the material transparent.
Optionalbaselinear RGBA multiplied into the base colour, default [1, 1, 1, 1]
OptionalbasesRGB texture multiplied into the base colour
OptionaldoubleDraw both faces (side: 'double') and flip the normal for back faces.
Default false: back faces are culled (side: 'front'), as glTF
specifies.
Optionalemissivelinear RGB added after lighting, default [0, 0, 0]
OptionalemissivesRGB texture multiplied into the emissive factor
OptionallinearWrite the linear colour as it is instead of converting it to sRGB.
For a material drawn into a render target that a later pass (see
createToneMapMaterial) tone maps and converts. Default false.
Optionalmaxsize of the directional light arrays in the shader, default 4
Optionalmaxsize of the point light arrays in the shader, default 4
Optionalmetallic0 for a dielectric, 1 for a metal, default 1
Optionalmetallicroughness in the green channel, metalness in the blue channel
Optionalnormaltangent-space normals, 0..1 encoded
Optionalnormalscales the x and y of the sampled normal, default 1
Optionalocclusionambient occlusion in the red channel
Optionalocclusionhow much of the occlusion map applies, 0..1, default 1
Optionalroughness0 for a mirror, 1 for chalk, default 1
OptionaltangentsThe geometry has a tangent attribute (vec4, bitangent handedness in
w) for the normal map. Without it, the tangent is reconstructed from
screen-space derivatives in the fragment shader.
Optionalunlitbase colour only, no lighting (glTF's KHR_materials_unlit)
Optionalvertexmultiply the base colour by the color vertex attribute (vec3 or vec4)
Options of createPbrMaterial. Every factor defaults to its glTF default, every map is optional. Colour factors are linear RGB in
0..1(a Color is converted); base colour and emissive maps should be created withcolorSpace: 'srgb', the other maps hold linear data.