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Copy file name to clipboardExpand all lines: docs/components/material.md
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@@ -54,6 +54,7 @@ Here is an example of using an example custom material:
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[flat]: #flat
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[standard]: #standard
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[renderer]: ./renderer.md
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The material component has some base properties. More properties are available
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depending on the material type applied.
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| visible | Whether material is visible. Raycasters will ignore invisible materials. | true |
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| 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 |
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| dithering | Whether material is dithered with noise. Removes banding from gradients like ones produced by lighting. | true |
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| anisotropy | The anisotropic filtering sample rate to use for the textures. A value of 0 means the default value will be used, see [renderer][renderer]| 0 |
Copy file name to clipboardExpand all lines: docs/components/renderer.md
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@@ -41,6 +41,7 @@ It also configures presentation attributes when entering WebVR/WebXR.
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| alpha | Whether the canvas should contain an alpha buffer. | true |
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| toneMapping | Type of toneMapping to use, one of: 'no', 'ACESFilmic', 'linear', 'reinhard', 'cineon' | 'no' |
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| exposure | When any toneMapping other than "no" is used this can be used to make the overall scene brighter or darker | 1 |
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| anisotropy | Default anisotropic filtering sample rate to use for textures | 1 |
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> **NOTE:** Once the scene is initialized, none of these properties may no longer be changed apart from "exposure" and "toneMapping" which can be set dynamically.
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