material
Note: This documentation is for the old 0.6.0 version of A-Frame. Check out the documentation for the current 1.6.0 version
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.
Example
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" |
Properties
The material component has some base properties. More properties are available depending on the material type applied.
Property | Description | Default Value |
---|---|---|
depthTest | Whether depth testing is enabled when rendering the material. | true |
flatShading | Use THREE.FlatShading rather than THREE.StandardShading . |
false |
opacity | Extent of transparency. If the transparent property is not true , then the material will remain opaque and opacity will only affect color. |
1.0 |
transparent | Whether material is transparent. Transparent entities are rendered after non-transparent entities. | false |
shader | Which material to use. Defaults to the standard material. Can be set to the flat material or to a registered custom material. | standard |
side | Which sides of the mesh to render. Can be one of front , back , or double . |
front |
visible | Whether material is visible. Raycasters will ignore invisible materials. | true |
offset | Texture offset to be used. | {x: 0, y: 0} |
repeat | Texture repeat to be used. | {x: 1, y: 1} |
npot | Use settings for non-power-of-two (NPOT) texture. | false |
Events
Event Name | Description |
---|---|
materialtextureloaded | Texture loaded onto material. |
materialvideoloadeddata | Video data loaded and is going to play. |
materialvideoended | For 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.
standard
The standard
material is the default material. It uses the physically-based
THREE.MeshStandardMaterial.
Properties
These properties are available on top of the base material properties.
Property | Description | Default Value |
---|---|---|
ambientOcclusionMap | Ambient occlusion map. Used to add shadows to the mesh. Can either be a selector to an <img> an inline URL. |
None |
ambientOcclusionMapIntensity | The intensity of the ambient occlusion map, a number between 0 and 1. | 1 |
ambientOcclusionTextureRepeat | How many times the ambient occlusion texture repeats in the X and Y direction. | 1 1 |
ambientOcclusionTextureOffset | How the ambient occlusion texture is offset in the x y direction. | 0 0 |
color | Base diffuse color. | #fff |
displacementMap | Displacement map. Used to distort a mesh. Can either be a selector to an <img> an inline URL. |
None |
displacementScale | The intensity of the displacement map effect | 1 |
displacementBias | The zero point of the displacement map. | 0.5 |
displacementTextureRepeat | How many times the displacement texture repeats in the X and Y direction. | 1 1 |
displacementTextureOffset | How the displacement texture is offset in the x y direction. | 0 0 |
height | Height of video (in pixels), if defining a video texture. | 360 |
envMap | Environment cubemap texture for reflections. Can be a selector to |
None |
fog | Whether or not material is affected by fog. | true |
metalness | How metallic the material is from 0 to 1 . |
0.5 |
normalMap | Normal map. Used to add the illusion of complex detail. Can either be a selector to an <img> an inline URL. |
None |
normalScale | Scale of the effect of the normal map in the X and Y directions. | 1 1 |
normalTextureRepeat | How many times the normal texture repeats in the X and Y direction. | 1 1 |
normalTextureOffset | How the normal texture is offset in the x y direction. | 0 0 |
repeat | How many times a texture (defined by src ) repeats in the X and Y direction. |
1 1 |
roughness | How rough the material is from 0 to 1 . A rougher material will scatter reflected light in more directions than a smooth material. |
0.5 |
sphericalEnvMap | Environment spherical texture for reflections. Can either be a selector to an <img> , or an inline URL. |
None |
width | Width of video (in pixels), if defining a video texture. | 640 |
wireframe | Whether to render just the geometry edges. | false |
wireframeLinewidth | Width in px of the rendered line. | 2 |
src | Image 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" |
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-scene> |
flat
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> |
Properties
Property | Description | Default Value |
---|---|---|
color | Base diffuse color. | #fff |
fog | Whether or not material is affected by fog. | true |
height | Height of video (in pixels), if defining a video texture. | 360 |
repeat | How many times a texture (defined by src ) repeats in the X and Y direction. |
1 1 |
src | Image or video texture map. Can either be a selector to an <img> or <video> , or an inline URL. |
None |
width | Width of video (in pixels), if defining a video texture. | 640 |
wireframe | Whether to render just the geometry edges. | false |
wireframeLinewidth | Width in px of the rendered line. | 2 |
Textures
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:
<a-scene> |
src
can also be an inline URL. Note that we do not get browser caching or
preloading through this method.
<a-scene> |
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
):
<a-scene> |
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'); |
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.
<script> |
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" |
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
. However, the registerShader
API is not yet fully
featured and fairly limiting (e.g., no tick
handler, some missing uniform
types). For most cases for now, we recommend creating a custom material by
creating three.js materials (e.g., RawShaderMaterial
, ShaderMaterial
) in a
component:
AFRAME.registerComponent('custom-material', { |
registerShader
Like components, custom materials have schema and lifecycle handlers.
Property | Description |
---|---|
schema | Defines properties, uniforms, attributes that the shader will use to extend the material component. |
init | Lifecycle handler called once during shader initialization. Used to create the material. |
update | Lifecycle handler called once during shader initialization and when data is updated. Used to update the material or shader. |
Schema
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', { |
Example — Basic Materials
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', { |
Example — GLSL and Shaders
For more customized visual effects, we can write GLSL shaders and apply them to A-Frame entities. We’ll do this using THREE.ShaderMaterial and a custom component. GLSL shaders can also be used with the registerShader
API, but for many cases — here, we need a tick()
handler to update the shader’s clock — using a component can be easier.
NOTE: GLSL, the syntax used to write shaders, may seem a bit scary at first. For a gentle (and free!) introduction, we recommend The Book of Shaders.
Component:
// material-grid-glitch.js |
Next, we can put our shaders into the placeholders above. Every material will have two shaders: a vertex and a fragment shader.
// vertex.glsl |
// fragment.glsl |
Finally, here is the HTML markup to put it all together:
<!-- index.html --> |
For a more advanced example, try realtime vertex displacement.