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    Interface StandardMaterialOptions

    Construction arguments of StandardMaterial — §59's own parameters, plus §57's shared render state from MaterialOptions.

    interface StandardMaterialOptions {
        baseColor?: readonly [number, number, number, number];
        blendMode?: BlendMode;
        colorWrite?: boolean;
        depthTest?: boolean;
        depthWrite?: boolean;
        emissive?: readonly [number, number, number];
        emissiveMap?: MaterialTexture | null;
        map?: MaterialTexture | null;
        metalness?: number;
        metalRoughnessMap?: MaterialTexture | null;
        normalMap?: MaterialTexture | null;
        normalScale?: number;
        occlusionMap?: MaterialTexture | null;
        occlusionStrength?: number;
        opacity?: number;
        roughness?: number;
        stencil?: StencilState;
        transparent?: boolean;
    }

    Hierarchy (View Summary)

    Index
    baseColor?: readonly [number, number, number, number]

    Initial StandardMaterial.baseColor, copied into the material's own array. Defaults to opaque white [1, 1, 1, 1], so an untinted surface shows the lighting and the base colour map alone.

    blendMode?: BlendMode

    Initial Material.blendMode; defaults to "normal".

    colorWrite?: boolean

    Initial Material.colorWrite; defaults to true.

    depthTest?: boolean

    Initial Material.depthTest; defaults to true.

    depthWrite?: boolean

    Initial Material.depthWrite; defaults to true.

    emissive?: readonly [number, number, number]

    Initial StandardMaterial.emissive, copied into the material's own array. Defaults to black [0, 0, 0] — §59's own example writes emissive: "#000000" — so an unlit-from-within surface emits nothing.

    emissiveMap?: MaterialTexture | null

    Initial StandardMaterial.emissiveMap — glTF's emissive texture (sRGB, multiplied by StandardMaterial.emissive). Defaults to null.

    map?: MaterialTexture | null

    Initial StandardMaterial.map — the base colour (albedo) texture sampled with the geometry's uvs (§53, §77). Defaults to null.

    metalness?: number

    Initial StandardMaterial.metalness; defaults to 0 (a dielectric).

    metalRoughnessMap?: MaterialTexture | null

    Initial StandardMaterial.metalRoughnessMap — glTF's packed metallic-roughness texture (G = roughness, B = metalness). Defaults to null.

    normalMap?: MaterialTexture | null

    Linear tangent-space normal texture (WebGL); defaults to null.

    normalScale?: number

    Tangent-space normal XY scale; defaults to 1.

    occlusionMap?: MaterialTexture | null

    Linear red-channel ambient occlusion texture (WebGL); defaults to null.

    occlusionStrength?: number

    Ambient occlusion strength; nominally 0–1, defaults to 1.

    opacity?: number

    Initial Material.opacity; defaults to 1 (fully opaque).

    roughness?: number

    Initial StandardMaterial.roughness; defaults to 1 (fully rough).

    stencil?: StencilState

    Initial Material.stencil; defaults to undefined (no stencil test). A StencilState, which validates itself at construction.

    transparent?: boolean

    Initial Material.transparent; defaults to false.