material
Note: This documentation is for the old 1.2.0 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 |
---|---|---|
alphaTest | Alpha test threshold for transparency. | 0 |
depthTest | Whether depth testing is enabled when rendering the material. | true |
flatShading | Use THREE.FlatShading rather than THREE.StandardShading . |
false |
npot | Use settings for non-power-of-two (NPOT) texture. | false |
offset | Texture offset to be used. | {x: 0, y: 0} |
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 |
repeat | Texture repeat to be used. | {x: 1, y: 1} |
shader | Which material to use. Defaults to the standard material. Can be set to the flat material or to a registered custom shader material. | standard |
side | Which sides of the mesh to render. Can be one of front , back , or double . |
front |
transparent | Whether material is transparent. Transparent entities are rendered after non-transparent entities. | false |
vertexColors | Whether to use vertex or face colors to shade the material. Can be one of none , vertex , or face . |
none |
visible | Whether material is visible. Raycasters will ignore invisible materials. | true |
blending | The blending mode for the material’s RGB and Alpha sent to the WebGLRenderer. Can be one of none , normal , additive , subtractive or multiply . |
normal |
dithering | Whether material is dithered with noise. Removes banding from gradients like ones produced by lighting. | true |
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> , or an inline URL. Requires 2nd set of UVs (see below). |
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> , or 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 |
emissive | The color of the emissive lighting component. Used to make objects produce light even without other lighting in the scene. | #000 |
emissiveIntensity | Intensity of the emissive lighting component. | 1 |
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 |
normalMap | Normal map. Used to add the illusion of complex detail. Can either be a selector to an <img> , or 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 subtle shadows in areas that receive less ambient light. Direct (point, directional) lights do not affect ambient occlusion maps. Baked ambient occlusion requires a 2nd set of UVs, which may be added to the mesh in modeling software or using JavaScript.
- 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 so as 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
):
Video autoplay policies are getting more and more strict and rules might vary accross browsers. Mandatory user gesture is now commonly enforced. For maximum compatibility, you can offer a button that the user can click to start video playback. Simple sample code can be found in the docs. Pay particular attention to the play-on-click component
<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 repeat 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.
When using PNG images as cutouts or masks (where part of the image should be
fully transparent, and the rest fully opaque), try setting transparent: false
and like alphaTest: 0.5
to solve transparency issues. Play around with the alpha
test value.
render-order
Component
Use the render-order component to tell the render to sort transparent objects by depth and to be able to manually define render order of entities in HTML via named layers. If you have transparency ordering issues, use this component.
Register a Custom Shader Material
We can register custom shader materials for appearances and effects using
AFRAME.registerShader
.
Let’s walk through an example CodePen with step-by-step commentary. As always, we need to include the A-Frame script.
<script src="https://aframe.io/releases/1.2.0/aframe.min.js"></script> |
Next, we define any components and shaders we need after the A-Frame
script but before the scene declaration. Here, we begin our my-custom
shader.
The schema declares any parameters for the shader.
<script> |
We usually want to support the color
and opacity
properties. is: 'uniform'
tells A-Frame this property should appear as uniform value in the
shaders:
<script> |
Setting raw
to true
uses THREE.RawShaderMaterial instead of
ShaderMaterial so built-in uniforms and attributes are not
automatically added to your shader code. Here we want to include the usual
prefixes with GLSL constants and such, so leave it false
.
raw: false, |
We’re going to use the default vertex shader by omitting vertexShader
. Note
that if our fragment shader cares about texture coordinates, our vertex shader
should set varying
values to use in the fragment shader.
Since almost every WebVR-capable browser supports ES6, we define our fragment shader as a multi-line string:
fragmentShader: |
And using our shader from the material
component:
<!-- A box using our shader, not fully opaque and blue. --> |
registerShader
Like components, custom materials have schema and lifecycle handlers.
Property | Description |
---|---|
fragmentShader | Optional string containing the fragment shader. If omitted, a simple default is used. |
init | Optional lifecycle handler called once during shader initialization. Used to create the material. |
raw | Optional. If true, uses THREE.RawShaderMaterial to accept shaders verbatim. If false (default), uses THREE.ShaderMaterial. |
schema | Defines properties, uniforms, attributes that the shader will use to extend the material component. |
update | Optional lifecycle handler called once during shader initialization and when data is updated. Used to update the material or shader. |
vertexShader | Optional string containing the vertex shader. If omitted, a simple default is used. |
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', { |
To pass data values into the shader(s) as uniform values, include is: 'uniform'
in the definition:
AFRAME.registerShader('my-custom', { |
Supported Uniform Types
The uniform types supported by A-Frame are summarized in the table below. Note
that time
can eliminate the need for a tick()
handler in many cases.
A-Frame Type | THREE Type | GLSL Shader Type |
---|---|---|
array | v3 | vec3 |
color | v3 | vec3 |
int | i | int |
number | f | float |
map | t | map |
time | f | float (milliseconds) |
vec2 | v2 | vec2 |
vec3 | v3 | vec3 |
vec4 | v4 | vec4 |
Example - GLSL and Shaders
For more customized visual effects, we can write GLSL shaders and apply them to A-Frame entities.
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.
Here are the vertex and fragment shaders we’ll use:
// vertex.glsl |
// fragment.glsl |
To use these vertex and fragment shaders, after reading them into strings
vertexShader
and fragmentShader
, we register our custom shader with
A-Frame:
// shader-grid-glitch.js |
And using from HTML markup:
<a-sphere material="shader:grid-glitch; color: blue;" radius="0.5" position="0 1.5 -2"></a-sphere> |
For a more advanced example, try Real-Time Vertex Displacement.
Using a Custom Shader and Component Together
Let’s take the real-time vertex displacement shader example above, and add the
capability to apply an offset based upon the camera’s position. We declare
that offset as a uniform vec3 value myOffset
:
AFRAME.registerShader('displacement-offset', { |
Used by this vertex shader. So how do we update
myOffset
to be the camera position from A-Frame such that the vertex shader
behaves correctly? The typical method to do this in A-Frame is to create a
component with the desired functionality, and attach it to the appropriate
entity.
Note that the shader property is exposed via the material
component, so we
modify the single property of interest using a form of setAttribute()
. As
best practice to avoid creating garbage for performance reasons:
- Do not use the form of
setAttribute
that takes an object as second argument. - Create a component property to hold the offset, to avoid creating a new
THREE.Vector3
every tick.
AFRAME.registerComponent('myoffset-updater', { |
We then apply the component to the entity with the custom shader:
<a-scene> |
Voila!
Another good example of using a component to set shader values is the A-Frame
Shaders example. This
component reacts to rotation
updates to the element with id orbit
by
computing the sunPosition
vector to use in the sky shader:
AFRAME.registerComponent('sun-position-setter', { |
In addition, there are components developed by the A-Frame developer community that allow the use of existing shaders from repositories such as ShaderToy and ShaderFrog.
Note however that these shaders can be quite demanding in terms of computational and graphics power, and some more complex shaders may not function well on lower-performance devices such as smartphones.
Creating a Material from a Component
For those cases where the registerShader
API lacks needed functionality
(e.g., no tick
handler, some missing uniform types), we recommend creating a
custom material by creating three.js materials (e.g., RawShaderMaterial
,
ShaderMaterial
) within a component:
AFRAME.registerComponent('custom-material', { |