<div>parameters is an object with one or more properties defining the material's appearance.</div>
<div>
color — geometry color in hexadecimal. Default is 0xffffff.<br/>
map — Set texture map. Default is null <br/>
lightMap — Set light map. Default is null.<br/>
lightMapIntensity — Set light map intensity. Default is 1.<br/>
aoMap — Set ao map. Default is null.<br/>
aoMapIntensity — Set ao map intensity. Default is 1.<br/>
specularMap — Set specular map. Default is null.<br/>
alphaMap — Set alpha map. Default is null.<br/>
envMap — Set env map. Default is null.<br/>
combine — Set combine operation. Default is THREE.MultiplyOperation.<br/>
reflectivity — Set reflectivity. Default is 1.<br/>
refractionRatio — Set refraction ratio. Default is 0.98.<br/>
fog — Define whether the material color is affected by global fog settings. Default is true.<br/>
shading — Define shading type. Default is THREE.SmoothShading.<br/>
wireframe — render geometry as wireframe. Default is false.<br/>
wireframeLinewidth — Line thickness. Default is 1.<br/>
wireframeLinecap — Define appearance of line ends. Default is 'round'.<br/>
wireframeLinejoin — Define appearance of line joints. Default is 'round'.<br/>
vertexColors — Define how the vertices gets colored. Default is THREE.NoColors.<br/>
skinning — Define whether the material uses skinning. Default is false.<br/>
morphTargets — Define whether the material uses morphTargets. Default is false.
[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
Any property of the material (including any property inherited from [page:Material]) can be passed in here.<br/><br/>
The exception is the property [page:Hexadecimal color], which can be passed in as a hexadecimal
string and is *0xffffff* (white) by default. [page:Color.set]( color ) is called internally.
</div>
<h2>Properties</h2>
<div>See the base [page:Material] class for common properties.</div>
<h3>[property:Texture alphaMap]</h3>
<div>The alpha map is a grayscale texture that controls the opacity across the surface
(black: fully transparent; white: fully opaque). Default is null.<br/><br/>
Only the color of the texture is used, ignoring the alpha channel if one exists.
For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer will use the
green channel when sampling this texture due to the extra bit of precision provided
for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
luminance/alpha textures will also still work as expected.
</div>
<h3>[property:Texture aoMap]</h3>
<div>The ambient occlusion map. Default is null.</div>
<h3>[property:Float aoMapIntensity]</h3>
<div>Intensity of the ambient occlusion effect. Default is 1. Zero is no occlusion effect.</div>
<h3>[property:Integer color]</h3>
<div>Sets the color of the geometry. Default is 0xffffff.</div>
<h3>[property:Texture map]</h3>
<h3>[property:Integer combine]</h3>
<div>
Set texture map. Default is null.
How to combine the result of the surface's color with the environment map, if any.<br/><br/>
Options are [page:Materials THREE.Multiply] (default), [page:Materials THREE.MixOperation],
[page:Materials THREE.AddOperation]. If mix is chosen, the [page:.reflectivity] is used to
blend between the two colors.
</div>
<h3>[property:Texture lightMap]</h3>
<div>Set light map. Default is null. The lightMap requires a second set of UVs.</div>
<h3>[property:Boolean isMeshBasicMaterial]</h3>
<div>
Used to check whether this or derived classes are mesh basic materials. Default is *true*.<br/><br/>
<h3>[property:Float lightMapIntensity]</h3>
<div>Intensity of the baked light. Default is 1.</div>
You should not change this, as it used internally for optimisation.
</div>
<h3>[property:Texture aoMap]</h3>
<div>Set ambient occlusion map. Default is null.</div>
<h3>[property:TextureCube envMap]</h3>
<div>The environment map. Default is null.</div>
<h3>[property:Float aoMapIntensity]</h3>
<div>Intensity of the ambient occlusion effect. Default is 1. Zero is no occlusion effect.</div>
<h3>[property:Texture lightMap]</h3>
<div>The light map. Default is null. The lightMap requires a second set of UVs.</div>
<h3>[property:Texture specularMap]</h3>
<div>Set specular map. Default is null.</div>
<h3>[property:Float lightMapIntensity]</h3>
<div>Intensity of the baked light. Default is 1.</div>
<h3>[property:Texture alphaMap]</h3>
<div>The alpha map is a grayscale texture that controls the opacity across the surface (black: fully transparent; white: fully opaque). Default is null.</div>
<div>Only the color of the texture is used, ignoring the alpha channel if one exists. For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer will use the green channel when sampling this texture due to the extra bit of precision provided for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and luminance/alpha textures will also still work as expected.</div>
<h3>[property:Boolean lights]</h3>
<div>Whether the material is affected by lights. Default is *false*.</div>
<h3>[property:TextureCube envMap]</h3>
<div>Set env map. Default is null.</div>
<h3>[property:Texture map]</h3>
<div>The color map. Default is null.</div>
<h3>[property:Integer combine]</h3>
<div>How to combine the result of the surface's color with the environment map, if any.</div>
<h3>[property:Boolean morphTargets]</h3>
<div>Define whether the material uses morphTargets. Default is false.</div>
<div>Options are [page:Materials THREE.Multiply] (default), [page:Materials THREE.MixOperation], [page:Materials THREE.AddOperation]. If mix is chosen, the reflectivity is used to blend between the two colors.</div>
<h3>[property:Float reflectivity]</h3>
<div>How much the environment map affects the surface; also see "combine".</div>
<div>How much the environment map affects the surface; also see [page:.combine].</div>
<h3>[property:Float refractionRatio]</h3>
<div>The index of refraction for an environment map using [page:Textures THREE.CubeRefractionMapping]. Default is *0.98*.</div>
<h3>[property:Boolean fog]</h3>
<div>Define whether the material color is affected by global fog settings.</div>
<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
<h3>[property:String shading]</h3>
<div>Define shading type. Default is THREE.SmoothShading.</div>
<h3>[property:Boolean wireframe]</h3>
<div>Render geometry as wireframe. Default is false (i.e. render as flat polygons).</div>
<h3>[property:Boolean skinning]</h3>
<div>Define whether the material uses skinning. Default is false.</div>
<h3>[property:Float wireframeLinewidth]</h3>
<div>Controls wireframe thickness. Default is 1.</div>
<div>Due to limitations in the <ahref="https://code.google.com/p/angleproject/"target="_blank">ANGLE layer</a>, on Windows platforms linewidth will always be 1 regardless of the set value.</div>
<h3>[property:Texture specularMap]</h3>
<div>Specular map used by the material. Default is null.</div>
<h3>[property:Boolean wireframe]</h3>
<div>Render geometry as wireframe. Default is *false* (i.e. render as flat polygons).</div>
<h3>[property:String wireframeLinecap]</h3>
<div>Define appearance of line ends. Possible values are "butt", "round" and "square". Default is 'round'.</div>
<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:WebGLRenderer WebGL] renderer, but does work with the [page:CanvasRenderer Canvas] renderer.</div>
<div>
Define appearance of line ends. Possible values are "butt", "round" and "square". Default is 'round'.<br/><br/>
This corresponds to the [link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineCap 2D Canvas lineCap]
property and it is ignored by the [page:WebGLRenderer WebGL] renderer.
</div>
<h3>[property:String wireframeLinejoin]</h3>
<div>Define appearance of line joints. Possible values are "round", "bevel" and "miter". Default is 'round'.</div>
<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:WebGLRenderer WebGL] renderer, but does work with the [page:CanvasRenderer Canvas] renderer.</div>
<div>
Define appearance of line joints. Possible values are "round", "bevel" and "miter". Default is 'round'.<br/><br/>
<h3>[property:Integer vertexColors]</h3>
<div>Define how the vertices gets colored. Possible values are THREE.NoColors, THREE.FaceColors and THREE.VertexColors. Default is THREE.NoColors.</div>
<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
This corresponds to the [link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineJoin 2D Canvas lineJoin]
property and it is ignored by the [page:WebGLRenderer WebGL] renderer.
</div>
<h3>[property:Boolean skinning]</h3>
<div>Define whether the material uses skinning. Default is false.</div>
<h3>[property:Float wireframeLinewidth]</h3>
<div>Controls wireframe thickness. Default is 1.<br/><br/>
<h3>[property:Boolean morphTargets]</h3>
<div>Define whether the material uses morphTargets. Default is false.</div>
Due to limitations in the [link:https://code.google.com/p/angleproject ANGLE layer],
on Windows platforms linewidth will always be 1 regardless of the set value.
</div>
<h2>Methods</h2>
<div>See the base [page:Material] class for common methods.</div>