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WasmGPU.material.unlit

Summary

WasmGPU.material.unlit creates a material configured for the selected shading model. Use the result to control appearance and shader behavior.

Syntax

WasmGPU.material.unlit(options?: UnlitMaterialDescriptor): UnlitMaterial
const result = wgpu.material.unlit(options);

Parameters

Name Type Required Description
options UnlitMaterialDescriptor No Optional configuration object that customizes behavior for this call.

Returns

UnlitMaterial - New UnlitMaterial runtime material instance.

Type Details

UnlitMaterialDescriptor

type UnlitMaterialDescriptor = MaterialDescriptor & {

    color?: Color;

    opacity?: number;

    baseColorTexture?: Texture2D | null;

    alphaCutoff?: number;

};

UnlitMaterialDescriptor Fields

Name Type Required Description
color Color No Color value used by this operation or descriptor field.
opacity number No Numeric input controlling opacity for this operation.
baseColorTexture Texture2D \| null No Optional base-color texture used by the material.
alphaCutoff number No Numeric input controlling alphaCutoff for this operation.

MaterialDescriptor

type MaterialDescriptor = {

    blendMode?: BlendMode;

    cullMode?: CullMode;

    depthWrite?: boolean;

    depthTest?: boolean;

};

MaterialDescriptor Fields

Name Type Required Description
blendMode BlendMode No Blend mode controlling fragment compositing behavior.
cullMode CullMode No Face-culling mode used during rasterization.
depthWrite boolean No Boolean flag that toggles depthWrite behavior.
depthTest boolean No Boolean flag that toggles depthTest behavior.

Color

type Color = [number, number, number];

Example

const canvas = document.querySelector("canvas");
const wgpu = await WasmGPU.create(canvas);

const options = { color: [0.95, 0.75, 0.2], opacity: 1.0 };
const result = wgpu.material.unlit(options);
console.log(result);

See Also