A material that maps the normal vectors to RGB colors.
parameters — (optional) an object with one or more properties defining the material's appearance. Any property of the material (including any property inherited from Material) can be passed in here.
See the base Material class for common properties.
The texture to create a bump map. The black and white values map to the perceived depth in relation to the lights. Bump doesn't actually affect the geometry of the object, only the lighting. If a normal map is defined this will be ignored.
How much the bump map affects the material. Typical ranges are 0-1. Default is 1.
Define whether the material is rendered with flat shading. Default is false.
Whether the material is affected by fog. Default is false.
The texture to create a normal map. The RGB values affect the surface normal for each pixel fragment and change the way the color is lit. Normal maps do not change the actual shape of the surface, only the lighting. In case the material has a normal map authored using the left handed convention, the y component of .normalScale should be negated to compensate for the different handedness.
How much the normal map affects the material. Typical ranges are 0-1. Default is a Vector2 set to (1, 1).
Render geometry as wireframe. Default is false (i.e. render as smooth shaded).
Controls wireframe thickness. Default is 1.
Due to limitations of WebGL on most platforms wireframeLinewidth will always be 1 regardless of the set value.
See the base Material class for common methods.
For more info on how to obtain the source code of this module see this page.