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babylonjs-materials - npm Package Compare versions

Comparing version 3.1.0-alpha3.6 to 3.1.0-alpha3.7

420

babylonjs.materials.module.d.ts

@@ -14,3 +14,3 @@ /// <reference types="babylonjs"/>

needAlphaTesting(): boolean;
getAlphaTestTexture(): BaseTexture;
getAlphaTestTexture(): Nullable<BaseTexture>;
activeLight: IShadowLight;

@@ -43,3 +43,3 @@ isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;

needAlphaTesting(): boolean;
getAlphaTestTexture(): BaseTexture;
getAlphaTestTexture(): Nullable<BaseTexture>;
isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;

@@ -70,3 +70,3 @@ bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;

needAlphaTesting(): boolean;
getAlphaTestTexture(): BaseTexture;
getAlphaTestTexture(): Nullable<BaseTexture>;
isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;

@@ -107,3 +107,3 @@ bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;

needAlphaTesting(): boolean;
getAlphaTestTexture(): BaseTexture;
getAlphaTestTexture(): Nullable<BaseTexture>;
isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;

@@ -136,3 +136,3 @@ bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;

needAlphaTesting(): boolean;
getAlphaTestTexture(): BaseTexture;
getAlphaTestTexture(): Nullable<BaseTexture>;
isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;

@@ -237,7 +237,7 @@ bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;

enableRenderTargets(enable: boolean): void;
getRenderList(): AbstractMesh[];
getRenderList(): Nullable<AbstractMesh[]>;
readonly renderTargetsEnabled: boolean;
needAlphaBlending(): boolean;
needAlphaTesting(): boolean;
getAlphaTestTexture(): BaseTexture;
getAlphaTestTexture(): Nullable<BaseTexture>;
isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;

@@ -262,7 +262,7 @@ bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;

private _diffuseTexture;
diffuseTexture: BaseTexture;
diffuseTexture: Nullable<BaseTexture>;
private _distortionTexture;
distortionTexture: BaseTexture;
distortionTexture: Nullable<BaseTexture>;
private _opacityTexture;
opacityTexture: BaseTexture;
opacityTexture: Nullable<BaseTexture>;
diffuseColor: Color3;

@@ -276,3 +276,3 @@ speed: number;

needAlphaTesting(): boolean;
getAlphaTestTexture(): BaseTexture;
getAlphaTestTexture(): Nullable<BaseTexture>;
isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;

@@ -320,3 +320,3 @@ bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;

needAlphaTesting(): boolean;
getAlphaTestTexture(): BaseTexture;
getAlphaTestTexture(): Nullable<BaseTexture>;
updateFur(): void;

@@ -366,3 +366,3 @@ isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;

needAlphaTesting(): boolean;
getAlphaTestTexture(): BaseTexture;
getAlphaTestTexture(): Nullable<BaseTexture>;
isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;

@@ -409,3 +409,3 @@ bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;

needAlphaTesting(): boolean;
getAlphaTestTexture(): BaseTexture;
getAlphaTestTexture(): Nullable<BaseTexture>;
isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;

@@ -442,3 +442,3 @@ bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;

needAlphaTesting(): boolean;
getAlphaTestTexture(): BaseTexture;
getAlphaTestTexture(): Nullable<BaseTexture>;
isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;

@@ -586,2 +586,3 @@ bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;

COLORGRADING: boolean;
COLORGRADING3D: boolean;
SAMPLER3DGREENDEPTH: boolean;

@@ -693,3 +694,3 @@ SAMPLER3DBGRMAP: boolean;

*/
protected _attachImageProcessingConfiguration(configuration: ImageProcessingConfiguration): void;
protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
/**

@@ -740,3 +741,3 @@ * Gets wether the color curves effect is enabled.

*/
cameraColorGradingTexture: BaseTexture;
cameraColorGradingTexture: Nullable<BaseTexture>;
customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines_OldVer) => string;

@@ -861,3 +862,3 @@ protected _renderTargets: SmartArray<RenderTargetTexture>;

needAlphaTesting(): boolean;
getAlphaTestTexture(): BaseTexture;
getAlphaTestTexture(): Nullable<BaseTexture>;
isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;

@@ -877,335 +878,246 @@ bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;

declare module BABYLON {
declare namespace BABYLON {
/**
* The Physically based material of BJS.
*
* This offers the main features of a standard PBR material.
* For more information, please refer to the documentation :
* http://doc.babylonjs.com/extensions/Physically_Based_Rendering
* Background material
*/
class LegacyPBRMaterial extends BABYLON.Material {
class BackgroundMaterial extends BABYLON.PushMaterial {
/**
* Intensity of the direct lights e.g. the four lights available in your scene.
* This impacts both the direct diffuse and specular highlights.
* Key light Color (multiply against the R channel of the environement texture)
*/
directIntensity: number;
protected _primaryColor: Color3;
primaryColor: Color3;
/**
* Intensity of the emissive part of the material.
* This helps controlling the emissive effect without modifying the emissive color.
* Key light Level (allowing HDR output of the background)
*/
emissiveIntensity: number;
protected _primaryLevel: float;
primaryLevel: float;
/**
* Intensity of the environment e.g. how much the environment will light the object
* either through harmonics for rough material or through the refelction for shiny ones.
* Secondary light Color (multiply against the G channel of the environement texture)
*/
environmentIntensity: number;
protected _secondaryColor: Color3;
secondaryColor: Color3;
/**
* This is a special control allowing the reduction of the specular highlights coming from the
* four lights of the scene. Those highlights may not be needed in full environment lighting.
* Secondary light Level (allowing HDR output of the background)
*/
specularIntensity: number;
private _lightingInfos;
protected _secondaryLevel: float;
secondaryLevel: float;
/**
* Debug Control allowing disabling the bump map on this material.
* Tertiary light Color (multiply against the B channel of the environement texture)
*/
disableBumpMap: boolean;
protected _tertiaryColor: Color3;
tertiaryColor: Color3;
/**
* Debug Control helping enforcing or dropping the darkness of shadows.
* 1.0 means the shadows have their normal darkness, 0.0 means the shadows are not visible.
* Tertiary light Level (allowing HDR output of the background)
*/
overloadedShadowIntensity: number;
protected _tertiaryLevel: float;
tertiaryLevel: float;
/**
* Debug Control helping dropping the shading effect coming from the diffuse lighting.
* 1.0 means the shade have their normal impact, 0.0 means no shading at all.
* Reflection Texture used in the material.
* Should be author in a specific way for the best result (refer to the documentation).
*/
overloadedShadeIntensity: number;
private _overloadedShadowInfos;
protected _reflectionTexture: Nullable<BaseTexture>;
reflectionTexture: Nullable<BaseTexture>;
/**
* The camera exposure used on this material.
* This property is here and not in the camera to allow controlling exposure without full screen post process.
* This corresponds to a photographic exposure.
* Reflection Texture level of blur.
*
* Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
* texture twice.
*/
cameraExposure: number;
protected _reflectionBlur: float;
reflectionBlur: float;
/**
* The camera contrast used on this material.
* This property is here and not in the camera to allow controlling contrast without full screen post process.
* Diffuse Texture used in the material.
* Should be author in a specific way for the best result (refer to the documentation).
*/
cameraContrast: number;
protected _diffuseTexture: Nullable<BaseTexture>;
diffuseTexture: Nullable<BaseTexture>;
/**
* Color Grading 2D Lookup Texture.
* This allows special effects like sepia, black and white to sixties rendering style.
* Specify the list of lights casting shadow on the material.
* All scene shadow lights will be included if null.
*/
cameraColorGradingTexture: BaseTexture;
protected _shadowLights: Nullable<IShadowLight[]>;
shadowLights: Nullable<IShadowLight[]>;
/**
* The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
* They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
* These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
* corresponding to low luminance, medium luminance, and high luminance areas respectively.
* For the lights having a blurred shadow generator, this can add a second blur pass in order to reach
* soft lighting on the background.
*/
cameraColorCurves: ColorCurves;
private _cameraInfos;
private _microsurfaceTextureLods;
protected _shadowBlurScale: int;
shadowBlurScale: int;
/**
* Debug Control allowing to overload the ambient color.
* This as to be use with the overloadedAmbientIntensity parameter.
* Helps adjusting the shadow to a softer level if required.
* 0 means black shadows and 1 means no shadows.
*/
overloadedAmbient: Color3;
protected _shadowLevel: float;
shadowLevel: float;
/**
* Debug Control indicating how much the overloaded ambient color is used against the default one.
* This helps specifying that the material is falling off to the sky box at grazing angle.
* This helps ensuring a nice transition when the camera goes under the ground.
*/
overloadedAmbientIntensity: number;
protected _opacityFresnel: boolean;
opacityFresnel: boolean;
/**
* Debug Control allowing to overload the albedo color.
* This as to be use with the overloadedAlbedoIntensity parameter.
* Helps to directly use the maps channels instead of their level.
*/
overloadedAlbedo: Color3;
protected _useRGBColor: boolean;
useRGBColor: boolean;
/**
* Debug Control indicating how much the overloaded albedo color is used against the default one.
* Number of Simultaneous lights allowed on the material.
*/
overloadedAlbedoIntensity: number;
private _maxSimultaneousLights;
maxSimultaneousLights: int;
/**
* Debug Control allowing to overload the reflectivity color.
* This as to be use with the overloadedReflectivityIntensity parameter.
* Default configuration related to image processing available in the Background Material.
*/
overloadedReflectivity: Color3;
protected _imageProcessingConfiguration: ImageProcessingConfiguration;
/**
* Debug Control indicating how much the overloaded reflectivity color is used against the default one.
* Keep track of the image processing observer to allow dispose and replace.
*/
overloadedReflectivityIntensity: number;
private _imageProcessingObserver;
/**
* Debug Control allowing to overload the emissive color.
* This as to be use with the overloadedEmissiveIntensity parameter.
* Attaches a new image processing configuration to the PBR Material.
* @param configuration (if null the scene configuration will be use)
*/
overloadedEmissive: Color3;
protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
/**
* Debug Control indicating how much the overloaded emissive color is used against the default one.
* Gets the image processing configuration used either in this material.
*/
overloadedEmissiveIntensity: number;
private _overloadedIntensity;
/**
* Debug Control allowing to overload the reflection color.
* This as to be use with the overloadedReflectionIntensity parameter.
* Sets the Default image processing configuration used either in the this material.
*
* If sets to null, the scene one is in use.
*/
overloadedReflection: Color3;
imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
/**
* Debug Control indicating how much the overloaded reflection color is used against the default one.
* Gets wether the color curves effect is enabled.
*/
overloadedReflectionIntensity: number;
/**
* Debug Control allowing to overload the microsurface.
* This as to be use with the overloadedMicroSurfaceIntensity parameter.
* Sets wether the color curves effect is enabled.
*/
overloadedMicroSurface: number;
cameraColorCurvesEnabled: boolean;
/**
* Debug Control indicating how much the overloaded microsurface is used against the default one.
* Gets wether the color grading effect is enabled.
*/
overloadedMicroSurfaceIntensity: number;
private _overloadedMicroSurface;
/**
* AKA Diffuse Texture in standard nomenclature.
* Gets wether the color grading effect is enabled.
*/
albedoTexture: BaseTexture;
cameraColorGradingEnabled: boolean;
/**
* AKA Occlusion Texture in other nomenclature.
* Gets wether tonemapping is enabled or not.
*/
ambientTexture: BaseTexture;
/**
* AKA Occlusion Texture Intensity in other nomenclature.
* Sets wether tonemapping is enabled or not
*/
ambientTextureStrength: number;
opacityTexture: BaseTexture;
reflectionTexture: BaseTexture;
emissiveTexture: BaseTexture;
cameraToneMappingEnabled: boolean;
/**
* AKA Specular texture in other nomenclature.
* The camera exposure used on this material.
* This property is here and not in the camera to allow controlling exposure without full screen post process.
* This corresponds to a photographic exposure.
*/
reflectivityTexture: BaseTexture;
/**
* Used to switch from specular/glossiness to metallic/roughness workflow.
* The camera exposure used on this material.
* This property is here and not in the camera to allow controlling exposure without full screen post process.
* This corresponds to a photographic exposure.
*/
metallicTexture: BaseTexture;
cameraExposure: float;
/**
* Specifies the metallic scalar of the metallic/roughness workflow.
* Can also be used to scale the metalness values of the metallic texture.
* Gets The camera contrast used on this material.
*/
metallic: number;
/**
* Specifies the roughness scalar of the metallic/roughness workflow.
* Can also be used to scale the roughness values of the metallic texture.
* Sets The camera contrast used on this material.
*/
roughness: number;
cameraContrast: float;
/**
* Used to enable roughness/glossiness fetch from a separate chanel depending on the current mode.
* Gray Scale represents roughness in metallic mode and glossiness in specular mode.
* Gets the Color Grading 2D Lookup Texture.
*/
microSurfaceTexture: BaseTexture;
bumpTexture: BaseTexture;
lightmapTexture: BaseTexture;
refractionTexture: BaseTexture;
ambientColor: Color3;
/**
* AKA Diffuse Color in other nomenclature.
* Sets the Color Grading 2D Lookup Texture.
*/
albedoColor: Color3;
cameraColorGradingTexture: Nullable<BaseTexture>;
/**
* AKA Specular Color in other nomenclature.
* The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
* They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
* These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
* corresponding to low luminance, medium luminance, and high luminance areas respectively.
*/
reflectivityColor: Color3;
reflectionColor: Color3;
emissiveColor: Color3;
/**
* AKA Glossiness in other nomenclature.
* The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
* They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
* These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
* corresponding to low luminance, medium luminance, and high luminance areas respectively.
*/
microSurface: number;
cameraColorCurves: Nullable<ColorCurves>;
private _renderTargets;
/**
* source material index of refraction (IOR)' / 'destination material IOR.
* constructor
* @param name The name of the material
* @param scene The scene to add the material to
*/
indexOfRefraction: number;
constructor(name: string, scene: BABYLON.Scene);
/**
* Controls if refraction needs to be inverted on Y. This could be usefull for procedural texture.
* The entire material has been created in order to prevent overdraw.
* @returns false
*/
invertRefractionY: boolean;
opacityFresnelParameters: FresnelParameters;
emissiveFresnelParameters: FresnelParameters;
needAlphaTesting(): boolean;
/**
* This parameters will make the material used its opacity to control how much it is refracting aginst not.
* Materials half opaque for instance using refraction could benefit from this control.
* The entire material has been created in order to prevent overdraw.
* @returns true if blending is enable
*/
linkRefractionWithTransparency: boolean;
needAlphaBlending(): boolean;
/**
* The emissive and albedo are linked to never be more than one (Energy conservation).
* Checks wether the material is ready to be rendered for a given mesh.
* @param mesh The mesh to render
* @param subMesh The submesh to check against
* @param useInstances Specify wether or not the material is used with instances
*/
linkEmissiveWithAlbedo: boolean;
useLightmapAsShadowmap: boolean;
isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
/**
* In this mode, the emissive informtaion will always be added to the lighting once.
* A light for instance can be thought as emissive.
* Build the uniform buffer used in the material.
*/
useEmissiveAsIllumination: boolean;
buildUniformLayout(): void;
/**
* Secifies that the alpha is coming form the albedo channel alpha channel.
* Unbind the material.
*/
useAlphaFromAlbedoTexture: boolean;
unbind(): void;
/**
* Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
* A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
* Bind only the world matrix to the material.
* @param world The world matrix to bind.
*/
useSpecularOverAlpha: boolean;
bindOnlyWorldMatrix(world: Matrix): void;
/**
* Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
* Bind the material for a dedicated submeh (every used meshes will be considered opaque).
* @param world The world matrix to bind.
* @param subMesh The submesh to bind for.
*/
useMicroSurfaceFromReflectivityMapAlpha: boolean;
bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
/**
* Specifies if the metallic texture contains the roughness information in its alpha channel.
* Dispose the material.
* @forceDisposeEffect Force disposal of the associated effect.
* @forceDisposeTextures Force disposal of the associated textures.
*/
useRoughnessFromMetallicTextureAlpha: boolean;
dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
/**
* Specifies if the metallic texture contains the roughness information in its green channel.
* Clones the material.
* @name The cloned name.
* @returns The cloned material.
*/
useRoughnessFromMetallicTextureGreen: boolean;
clone(name: string): BackgroundMaterial;
/**
* Specifies if the metallic texture contains the metallness information in its blue channel.
* Serializes the current material to its JSON representation.
* @returns The JSON representation.
*/
useMetallnessFromMetallicTextureBlue: boolean;
serialize(): any;
/**
* Specifies if the metallic texture contains the ambient occlusion information in its red channel.
* Gets the class name of the material
* @returns "BackgroundMaterial"
*/
useAmbientOcclusionFromMetallicTextureRed: boolean;
getClassName(): string;
/**
* Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
* Parse a JSON input to create back a background material.
* @param source
* @param scene
* @param rootUrl
* @returns the instantiated BackgroundMaterial.
*/
useAmbientInGrayScale: boolean;
/**
* In case the reflectivity map does not contain the microsurface information in its alpha channel,
* The material will try to infer what glossiness each pixel should be.
*/
useAutoMicroSurfaceFromReflectivityMap: boolean;
/**
* Allows to work with scalar in linear mode. This is definitely a matter of preferences and tools used during
* the creation of the material.
*/
useScalarInLinearSpace: boolean;
/**
* BJS is using an harcoded light falloff based on a manually sets up range.
* In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
* This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
*/
usePhysicalLightFalloff: boolean;
/**
* Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
* A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
*/
useRadianceOverAlpha: boolean;
/**
* Allows using the bump map in parallax mode.
*/
useParallax: boolean;
/**
* Allows using the bump map in parallax occlusion mode.
*/
useParallaxOcclusion: boolean;
/**
* Controls the scale bias of the parallax mode.
*/
parallaxScaleBias: number;
/**
* If sets to true, disables all the lights affecting the material.
*/
disableLighting: boolean;
/**
* Number of Simultaneous lights allowed on the material.
*/
maxSimultaneousLights: number;
/**
* If sets to true, x component of normal map value will invert (x = 1.0 - x).
*/
invertNormalMapX: boolean;
/**
* If sets to true, y component of normal map value will invert (y = 1.0 - y).
*/
invertNormalMapY: boolean;
/**
* If sets to true and backfaceCulling is false, normals will be flipped on the backside.
*/
twoSidedLighting: boolean;
private _renderTargets;
private _globalAmbientColor;
private _tempColor;
private _renderId;
private _defines;
private _cachedDefines;
private _useLogarithmicDepth;
/**
* Instantiates a new PBRMaterial instance.
*
* @param name The material name
* @param scene The scene the material will be use in.
*/
constructor(name: string, scene: Scene);
getClassName(): string;
useLogarithmicDepth: boolean;
needAlphaBlending(): boolean;
needAlphaTesting(): boolean;
private _shouldUseAlphaFromAlbedoTexture();
getAlphaTestTexture(): BaseTexture;
private _checkCache(scene, mesh?, useInstances?);
private convertColorToLinearSpaceToRef(color, ref);
private static convertColorToLinearSpaceToRef(color, ref, useScalarInLinear);
private static _scaledAlbedo;
private static _scaledReflectivity;
private static _scaledEmissive;
private static _scaledReflection;
static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: MaterialDefines, useScalarInLinearSpace: boolean, maxSimultaneousLights: number, usePhysicalLightFalloff: boolean): void;
isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
buildUniformLayout(): void;
unbind(): void;
bindOnlyWorldMatrix(world: Matrix): void;
private _myScene;
bind(world: Matrix, mesh?: Mesh): void;
getAnimatables(): IAnimatable[];
dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
clone(name: string): LegacyPBRMaterial;
serialize(): any;
static Parse(source: any, scene: Scene, rootUrl: string): LegacyPBRMaterial;
static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
}
}

@@ -7,3 +7,3 @@ {

"description": "The Babylon.js materials library is a collection of advanced materials to be used in a Babylon.js scene.",
"version": "3.1.0-alpha3.6",
"version": "3.1.0-alpha3.7",
"repository": {

@@ -10,0 +10,0 @@ "type": "git",

@@ -39,3 +39,3 @@ Babylon.js Materials Library

import * as BABYLON from 'babylonjs';
import from 'babylonjs-materials';
import 'babylonjs-materials';
```

@@ -42,0 +42,0 @@

Sorry, the diff of this file is too big to display

Sorry, the diff of this file is too big to display

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