OptionalbaseInitial 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.
OptionalblendInitial Material.blendMode; defaults to "normal".
OptionalcolorInitial Material.colorWrite; defaults to true.
OptionaldepthInitial Material.depthTest; defaults to true.
OptionaldepthInitial Material.depthWrite; defaults to true.
OptionalemissiveInitial 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.
OptionalemissiveInitial StandardMaterial.emissiveMap — glTF's emissive texture
(sRGB, multiplied by StandardMaterial.emissive). Defaults to
null.
OptionalmapInitial StandardMaterial.map — the base colour (albedo) texture
sampled with the geometry's uvs (§53, §77). Defaults to null.
OptionalmetalnessInitial StandardMaterial.metalness; defaults to 0 (a dielectric).
OptionalmetalInitial StandardMaterial.metalRoughnessMap — glTF's packed
metallic-roughness texture (G = roughness, B = metalness). Defaults to
null.
OptionalnormalLinear tangent-space normal texture (WebGL); defaults to null.
OptionalnormalTangent-space normal XY scale; defaults to 1.
OptionalocclusionLinear red-channel ambient occlusion texture (WebGL); defaults to null.
OptionalocclusionAmbient occlusion strength; nominally 0–1, defaults to 1.
OptionalopacityInitial Material.opacity; defaults to 1 (fully opaque).
OptionalroughnessInitial StandardMaterial.roughness; defaults to 1 (fully rough).
OptionalstencilInitial Material.stencil; defaults to undefined (no stencil
test). A StencilState, which validates itself at construction.
OptionaltransparentInitial Material.transparent; defaults to false.
Construction arguments of StandardMaterial — §59's own parameters, plus §57's shared render state from MaterialOptions.