The material component gives appearance to an entity. We can define properties such as color, opacity, or texture. This is often paired with the geometry component which provides shape.

We can register custom materials to extend the material component to provide a wide range of visual effects.

Table of Contents


Defining a red material using the default standard material:

<a-entity geometry="primitive: box" material="color: red"></a-entity>

Here is an example of using a different material:

<a-entity geometry="primitive: box" material="shader: flat; color: red"></a-entity>

Here is an example of using an example custom material:

<a-entity geometry="primitive: plane"
material="shader: ocean; color: blue; wave-height: 10"></a-entity>


The material component has some base properties. More properties are available depending on the material type applied.

PropertyDescriptionDefault Value
depthTestWhether depth testing is enabled when rendering the material.true
flatShadingUse THREE.FlatShading rather than THREE.StandardShading.false
opacityExtent of transparency. If the transparent property is not true, then the material will remain opaque and opacity will only affect color.1.0
transparentWhether material is transparent. Transparent entities are rendered after non-transparent entities.false
shaderWhich material to use. Defaults to the standard material. Can be set to the flat material or to a registered custom material.standard
sideWhich sides of the mesh to render. Can be one of front, back, or double.front
visibleWhether material is visible. Raycasters will ignore invisible materials.true
offsetTexture offset to be used.{x: 0, y: 0}
repeatTexture repeat to be used.{x: 1, y: 1}
npotUse settings for non-power-of-two (NPOT) texture.false


Event NameDescription
materialtextureloadedTexture loaded onto material.
materialvideoloadeddataVideo data loaded and is going to play.
materialvideoendedFor video textures, emitted when the video has reached its end (may not work with loop).

Built-in Materials

A-Frame ships with a couple of built-in materials.


The standard material is the default material. It uses the physically-based THREE.MeshStandardMaterial.


These properties are available on top of the base material properties.

PropertyDescriptionDefault Value
ambientOcclusionMapAmbient occlusion map. Used to add shadows to the mesh. Can either be a selector to an <img> an inline URL.None
ambientOcclusionMapIntensityThe intensity of the ambient occlusion map, a number between 0 and 1.1
ambientOcclusionTextureRepeatHow many times the ambient occlusion texture repeats in the X and Y direction.1 1
ambientOcclusionTextureOffsetHow the ambient occlusion texture is offset in the x y direction.0 0
colorBase diffuse color.#fff
displacementMapDisplacement map. Used to distort a mesh. Can either be a selector to an <img> an inline URL.None
displacementScaleThe intensity of the displacement map effect1
displacementBiasThe zero point of the displacement map.0.5
displacementTextureRepeatHow many times the displacement texture repeats in the X and Y direction.1 1
displacementTextureOffsetHow the displacement texture is offset in the x y direction.0 0
heightHeight of video (in pixels), if defining a video texture.360
envMapEnvironment cubemap texture for reflections. Can be a selector toor a comma-separated list of URLs.None
fogWhether or not material is affected by fog.true
metalnessHow metallic the material is from 0 to 1.0.5
normalMapNormal map. Used to add the illusion of complex detail. Can either be a selector to an <img> an inline URL.None
normalScaleScale of the effect of the normal map in the X and Y directions.1 1
normalTextureRepeatHow many times the normal texture repeats in the X and Y direction.1 1
normalTextureOffsetHow the normal texture is offset in the x y direction.0 0
repeatHow many times a texture (defined by src) repeats in the X and Y direction.1 1
roughnessHow rough the material is from 0 to 1. A rougher material will scatter reflected light in more directions than a smooth material.0.5
sphericalEnvMapEnvironment spherical texture for reflections. Can either be a selector to an <img>, or an inline URL.None
widthWidth of video (in pixels), if defining a video texture.640
wireframeWhether to render just the geometry edges.false
wireframeLinewidthWidth in px of the rendered line.2
srcImage or video texture map. Can either be a selector to an <img> or <video>, or an inline URL.None

Physically-Based Shading

Physically-based shading is a shading model that aims to make materials behave realistically to lighting conditions. Appearance is a result of the interaction between the incoming light and the properties of the material.

To achieve realism, the diffuse color, metalness, roughness properties of the material must be accurately controlled, often based on real-world material studies. Some people have compiled charts of realistic values for different kinds of materials that we can use as a starting point.

For example, for a tree bark material, as an estimation, we might set:

<a-entity geometry="primitive: cylinder"
material="src: treebark.png; color: #696969; roughness: 1; metalness: 0">

Distortion Maps

There are three properties which give the illusion of complex geometry:

  • Ambient occlusion maps - Applies a texture to the image which add shadows.
  • Displacement maps - Distorts a simpler model at a high resolution allowing more detail. This will affect the mesh’s silhouette but can be expensive.
  • Normal maps - Defines the angle of the surface at that point. Giving the appearance of complex geometry without distorting the model. This does not change the geometry but normal maps are cheaper.

Environment Maps

The envMap and sphericalEnvMap properties define what environment the material reflects. The clarity of the environment reflection depends on the metalness, and roughness properties.

The sphericalEnvMap property takes a single spherical mapped texture. Of the kind you would assign to a <a-sky>.

Unlike textures, the envMap property takes a cubemap, six images put together to form a cube. The cubemap wraps around the mesh and applied as a texture.

For example:

<a-cubemap id="sky">
<img src="right.png">
<img src="left.png">
<img src="top.png">
<img src="bottom.png">
<img src="front.png">
<img src="back.png">
<a-entity geometry="primitive: box" material="envMap: #sky; roughness: 0"></a-entity>


The flat material uses the THREE.MeshBasicMaterial. Flat materials are not affected by the scene’s lighting conditions. This is useful for things such as images or videos. Set shader to flat:

<a-entity geometry="primitive: plane" material="shader: flat; src: #cat-image"></a-entity>


PropertyDescriptionDefault Value
colorBase diffuse color.#fff
fogWhether or not material is affected by fog.true
heightHeight of video (in pixels), if defining a video texture.360
repeatHow many times a texture (defined by src) repeats in the X and Y direction.1 1
srcImage or video texture map. Can either be a selector to an <img> or <video>, or an inline URL.None
widthWidth of video (in pixels), if defining a video texture.640
wireframeWhether to render just the geometry edges.false
wireframeLinewidthWidth in px of the rendered line.2


To set a texture using one of the built-in materials, specify the src property. src can be a selector to either an <img> or <video> element in the asset management system:

<img id="my-texture" src="texture.png">
<a-entity geometry="primitive: box" material="src: #my-texture"></a-entity>

src can also be an inline URL. Note that we do not get browser caching or preloading through this method.

<a-entity geometry="primitive: box" material="src: url(texture.png)"></a-entity>

Most of the other properties works together with textures. For example, the color property will act as the base color and multiplies per pixel with the texture. Set it to #fff to maintain the original colors of the texture.

A-Frame caches textures are to not push redundant textures to the GPU.

Video Textures

Whether the video texture loops or autoplays depends on the video element used to create the texture. If we simply pass a URL instead of creating and passing a video element, then the texture will loop and autoplay by default. To specify otherwise, create a video element in the asset management system, and pass a selector for the id attribute (e.g., #my-video):

<!-- No loop. -->
<video id="my-video" src="video.mp4" autoplay="true">
<a-entity geometry="primitive: box" material="src: #my-video"></a-entity>

Controlling Video Textures

To control the video playback such as pausing or seeking, we can use the video element to control media playback. For example:

var videoEl = document.querySelector('#my-video');
videoEl.currentTime = 122; // Seek to 122 seconds.

This doesn’t work as well if you are passing an inline URL, in which case A-Frame creates a video element internally. To get a handle on the video element, we should define one in <a-assets>.

Canvas Textures

We can use a <canvas> as a texture source. The texture will automatically refresh itself as the canvas changes.

AFRAME.registerComponent('draw-canvas', {
schema: {default: ''},
init: function () {
this.canvas = document.getElementById(;
this.ctx = this.canvas.getContext('2d');
// Draw on canvas...
<canvas id="my-canvas" crossorigin="anonymous"></canvas>
<a-entity geometry="primitive: plane" material="src: #my-canvas"

Repeating Textures

We might want to tile textures rather than having them stretch. The repeat property can repeat textures.

<a-entity geometry="primitive: plane; width: 100"
material="src: carpet.png; repeat: 100 20"></a-entity>

Transparency Issues

Transparency and alpha channels are tricky in 3D graphics. If you are having issues where transparent materials in the foreground do not composite correctly over materials in the background, the issues are probably due to underlying design of the OpenGL compositor (which WebGL is an API for).

In an ideal scenario, transparency in A-Frame would “just work”, regardless of where the developer places an entity in 3D space, or in which order they define the elements in markup. We can often run into scenarios where foreground entities occlude background entities. This creates confusion and unwanted visual defects.

To work around this issue, try changing the order of the entities in the HTML.

Register a Custom Material

We can register custom materials for appearances and effects using AFRAME.registerShader.


Like components, custom materials have schema and lifecycle handlers.

schemaDefines properties, uniforms, attributes that the shader will use to extend the material component.
initLifecycle handler called once during shader initialization. Used to create the material.
updateLifecycle handler called once during shader initialization and when data is updated. Used to update the material or shader.


We can define material properties just as we would with component properties. The data will act as the data we use to create our material:

AFRAME.registerShader('custom', {
schema: {
emissive: {default: '#000'},
wireframe: {default: false}


To create a custom material, we have the init and update handlers set and update this.material to the desired material. Here is an example of registering a THREE.LinedDashedMaterial:

AFRAME.registerShader('line-dashed', {
schema: {
dashSize: {default: 3},
lineWidth: {default: 1}
* `init` used to initialize material. Called once.
init: function (data) {
this.material = new THREE.LineDashedMaterial(data);
this.update(data); // `update()` currently not called after `init`. (#1834)
* `update` used to update the material. Called on initialization and when data updates.
update: function (data) {
this.material.dashsize = data.dashsize;
this.material.linewidth = data.linewidth;