extend-material
v1.0.0
Published
Plugin for extending built-in materials, instances of ShaderMaterial and built-in materials as well as shader objects of `onBeforeCompile`.
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Extending Materials
Simplified fork of Fyrestar's material extension methods.
Function for extending built-in materials. Creates a ShaderMaterial
that matches the desired material, along with your own edits to the shader and custom uniforms.
npm install extend-material
import { extendMaterial } from 'extend-material'
const myMaterial = extendMaterial({
// Class of the material you'd like to extend
original: THREE.MeshBasicMaterial,
// Will be prepended to vertex and fragment code
header: 'varying vec3 vEye;',
// Will be prepended to vertex code
headerVertex: '',
// Will be prepended to fragment code
headerFragment: '',
// Insert code lines by hinting at a existing
vertex: {
// Inserts the line after #include <fog_vertex>
'#include <fog_vertex>': 'vEye = normalize(cameraPosition - w.xyz);',
// Replaces a line (@ prefix) inside of the project_vertex include
project_vertex: {
'@vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );':
'vec4 mvPosition = modelViewMatrix * vec4( transformed * 0.5, 1.0 );',
},
},
fragment: {
'#include <envmap_fragment>':
'diffuseColor.rgb += pow(dot(vNormal, vEye), 3.0);',
},
// Properties to apply to the new THREE.ShaderMaterial
properties: {
skinning: true,
},
// Uniforms (will be applied to existing or added) as value or uniform object
uniforms: {
// Use a value directly
diffuse: new THREE.Color(0xffffff),
},
})
Patching shader code
Code can be appended, prepended and replaced by providing some indicating line code (typically includes like above) and a prefix to define if the code should be appended, prepended to the hinted line or replace it.
| Prefix | Insertion | | ------ | --------- | | none | append | | ? | prepend | | @ | replace |