material.unlit#getShaderCode¶
Summary¶
material.unlit#getShaderCode returns the built-in unlit WGSL for ordinary, instanced, four-influence skinned, or eight-influence skinned meshes. Select at most one specialized geometry mode; combinations of instanced, skinned, and skinned8 are unsupported.
Syntax¶
UnlitMaterial.getShaderCode(opts: { instanced?: boolean; skinned?: boolean; skinned8?: boolean } = {}): string
const result = material.getShaderCode(opts);
Parameters¶
| Name | Type | Required | Description |
|---|---|---|---|
opts |
{ instanced?: boolean; skinned?: boolean; skinned8?: boolean } = {} |
No | Selects the ordinary, instanced, four-influence skinned, or eight-influence skinned shader variant. Set at most one flag. |
Returns¶
The WGSL source for the selected unlit material variant.
Type Details¶
GetShaderCodeopts¶
GetShaderCodeopts Fields¶
| Name | Type | Required | Description |
|---|---|---|---|
instanced |
boolean |
No | Selects the instanced vertex-input variant. |
skinned |
boolean |
No | Selects the four-influence skinning variant. |
skinned8 |
boolean |
No | Selects the eight-influence skinning variant; it implies skinned geometry. |
Example¶
const canvas = document.querySelector("canvas");
const wgpu = await WasmGPU.create(canvas);
const material = wgpu.material.unlit({ color: [0.9, 0.6, 0.2], opacity: 1.0 });
const opts = { instanced: true, skinned: false, skinned8: false };
const result = material.getShaderCode(opts);
console.log(result);