babylonjs.materials.d.ts 21 KB

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  1. declare module BABYLON {
  2. class ShadowOnlyMaterial extends PushMaterial {
  3. private _renderId;
  4. private _activeLight;
  5. constructor(name: string, scene: Scene);
  6. needAlphaBlending(): boolean;
  7. needAlphaTesting(): boolean;
  8. getAlphaTestTexture(): Nullable<BaseTexture>;
  9. activeLight: IShadowLight;
  10. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  11. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  12. clone(name: string): ShadowOnlyMaterial;
  13. serialize(): any;
  14. getClassName(): string;
  15. static Parse(source: any, scene: Scene, rootUrl: string): ShadowOnlyMaterial;
  16. }
  17. }
  18. declare module BABYLON {
  19. class GradientMaterial extends PushMaterial {
  20. private _maxSimultaneousLights;
  21. maxSimultaneousLights: number;
  22. topColor: Color3;
  23. topColorAlpha: number;
  24. bottomColor: Color3;
  25. bottomColorAlpha: number;
  26. offset: number;
  27. smoothness: number;
  28. disableLighting: boolean;
  29. private _scaledDiffuse;
  30. private _renderId;
  31. constructor(name: string, scene: Scene);
  32. needAlphaBlending(): boolean;
  33. needAlphaTesting(): boolean;
  34. getAlphaTestTexture(): Nullable<BaseTexture>;
  35. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  36. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  37. getAnimatables(): IAnimatable[];
  38. dispose(forceDisposeEffect?: boolean): void;
  39. clone(name: string): GradientMaterial;
  40. serialize(): any;
  41. getClassName(): string;
  42. static Parse(source: any, scene: Scene, rootUrl: string): GradientMaterial;
  43. }
  44. }
  45. declare module BABYLON {
  46. class NormalMaterial extends PushMaterial {
  47. private _diffuseTexture;
  48. diffuseTexture: BaseTexture;
  49. diffuseColor: Color3;
  50. private _disableLighting;
  51. disableLighting: boolean;
  52. private _maxSimultaneousLights;
  53. maxSimultaneousLights: number;
  54. private _renderId;
  55. constructor(name: string, scene: Scene);
  56. needAlphaBlending(): boolean;
  57. needAlphaTesting(): boolean;
  58. getAlphaTestTexture(): Nullable<BaseTexture>;
  59. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  60. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  61. getAnimatables(): IAnimatable[];
  62. getActiveTextures(): BaseTexture[];
  63. hasTexture(texture: BaseTexture): boolean;
  64. dispose(forceDisposeEffect?: boolean): void;
  65. clone(name: string): NormalMaterial;
  66. serialize(): any;
  67. getClassName(): string;
  68. static Parse(source: any, scene: Scene, rootUrl: string): NormalMaterial;
  69. }
  70. }
  71. declare module BABYLON {
  72. class LavaMaterial extends PushMaterial {
  73. private _diffuseTexture;
  74. diffuseTexture: BaseTexture;
  75. noiseTexture: BaseTexture;
  76. fogColor: Color3;
  77. speed: number;
  78. movingSpeed: number;
  79. lowFrequencySpeed: number;
  80. fogDensity: number;
  81. private _lastTime;
  82. diffuseColor: Color3;
  83. private _disableLighting;
  84. disableLighting: boolean;
  85. private _maxSimultaneousLights;
  86. maxSimultaneousLights: number;
  87. private _scaledDiffuse;
  88. private _renderId;
  89. constructor(name: string, scene: Scene);
  90. needAlphaBlending(): boolean;
  91. needAlphaTesting(): boolean;
  92. getAlphaTestTexture(): Nullable<BaseTexture>;
  93. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  94. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  95. getAnimatables(): IAnimatable[];
  96. getActiveTextures(): BaseTexture[];
  97. hasTexture(texture: BaseTexture): boolean;
  98. dispose(forceDisposeEffect?: boolean): void;
  99. clone(name: string): LavaMaterial;
  100. serialize(): any;
  101. getClassName(): string;
  102. static Parse(source: any, scene: Scene, rootUrl: string): LavaMaterial;
  103. }
  104. }
  105. declare module BABYLON {
  106. class SimpleMaterial extends PushMaterial {
  107. private _diffuseTexture;
  108. diffuseTexture: BaseTexture;
  109. diffuseColor: Color3;
  110. private _disableLighting;
  111. disableLighting: boolean;
  112. private _maxSimultaneousLights;
  113. maxSimultaneousLights: number;
  114. private _renderId;
  115. constructor(name: string, scene: Scene);
  116. needAlphaBlending(): boolean;
  117. needAlphaTesting(): boolean;
  118. getAlphaTestTexture(): Nullable<BaseTexture>;
  119. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  120. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  121. getAnimatables(): IAnimatable[];
  122. getActiveTextures(): BaseTexture[];
  123. hasTexture(texture: BaseTexture): boolean;
  124. dispose(forceDisposeEffect?: boolean): void;
  125. clone(name: string): SimpleMaterial;
  126. serialize(): any;
  127. getClassName(): string;
  128. static Parse(source: any, scene: Scene, rootUrl: string): SimpleMaterial;
  129. }
  130. }
  131. declare module BABYLON {
  132. class WaterMaterial extends PushMaterial {
  133. renderTargetSize: Vector2;
  134. private _bumpTexture;
  135. bumpTexture: BaseTexture;
  136. diffuseColor: Color3;
  137. specularColor: Color3;
  138. specularPower: number;
  139. private _disableLighting;
  140. disableLighting: boolean;
  141. private _maxSimultaneousLights;
  142. maxSimultaneousLights: number;
  143. /**
  144. * @param {number}: Represents the wind force
  145. */
  146. windForce: number;
  147. /**
  148. * @param {Vector2}: The direction of the wind in the plane (X, Z)
  149. */
  150. windDirection: Vector2;
  151. /**
  152. * @param {number}: Wave height, represents the height of the waves
  153. */
  154. waveHeight: number;
  155. /**
  156. * @param {number}: Bump height, represents the bump height related to the bump map
  157. */
  158. bumpHeight: number;
  159. /**
  160. * @param {boolean}: Add a smaller moving bump to less steady waves.
  161. */
  162. private _bumpSuperimpose;
  163. bumpSuperimpose: boolean;
  164. /**
  165. * @param {boolean}: Color refraction and reflection differently with .waterColor2 and .colorBlendFactor2. Non-linear (physically correct) fresnel.
  166. */
  167. private _fresnelSeparate;
  168. fresnelSeparate: boolean;
  169. /**
  170. * @param {boolean}: bump Waves modify the reflection.
  171. */
  172. private _bumpAffectsReflection;
  173. bumpAffectsReflection: boolean;
  174. /**
  175. * @param {number}: The water color blended with the refraction (near)
  176. */
  177. waterColor: Color3;
  178. /**
  179. * @param {number}: The blend factor related to the water color
  180. */
  181. colorBlendFactor: number;
  182. /**
  183. * @param {number}: The water color blended with the reflection (far)
  184. */
  185. waterColor2: Color3;
  186. /**
  187. * @param {number}: The blend factor related to the water color (reflection, far)
  188. */
  189. colorBlendFactor2: number;
  190. /**
  191. * @param {number}: Represents the maximum length of a wave
  192. */
  193. waveLength: number;
  194. /**
  195. * @param {number}: Defines the waves speed
  196. */
  197. waveSpeed: number;
  198. protected _renderTargets: SmartArray<RenderTargetTexture>;
  199. private _mesh;
  200. private _refractionRTT;
  201. private _reflectionRTT;
  202. private _reflectionTransform;
  203. private _lastTime;
  204. private _lastDeltaTime;
  205. private _renderId;
  206. private _useLogarithmicDepth;
  207. private _waitingRenderList;
  208. /**
  209. * Constructor
  210. */
  211. constructor(name: string, scene: Scene, renderTargetSize?: Vector2);
  212. useLogarithmicDepth: boolean;
  213. readonly refractionTexture: Nullable<RenderTargetTexture>;
  214. readonly reflectionTexture: Nullable<RenderTargetTexture>;
  215. addToRenderList(node: any): void;
  216. enableRenderTargets(enable: boolean): void;
  217. getRenderList(): Nullable<AbstractMesh[]>;
  218. readonly renderTargetsEnabled: boolean;
  219. needAlphaBlending(): boolean;
  220. needAlphaTesting(): boolean;
  221. getAlphaTestTexture(): Nullable<BaseTexture>;
  222. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  223. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  224. private _createRenderTargets(scene, renderTargetSize);
  225. getAnimatables(): IAnimatable[];
  226. getActiveTextures(): BaseTexture[];
  227. hasTexture(texture: BaseTexture): boolean;
  228. dispose(forceDisposeEffect?: boolean): void;
  229. clone(name: string): WaterMaterial;
  230. serialize(): any;
  231. getClassName(): string;
  232. static Parse(source: any, scene: Scene, rootUrl: string): WaterMaterial;
  233. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  234. }
  235. }
  236. declare module BABYLON {
  237. class FireMaterial extends PushMaterial {
  238. private _diffuseTexture;
  239. diffuseTexture: Nullable<BaseTexture>;
  240. private _distortionTexture;
  241. distortionTexture: Nullable<BaseTexture>;
  242. private _opacityTexture;
  243. opacityTexture: Nullable<BaseTexture>;
  244. diffuseColor: Color3;
  245. speed: number;
  246. private _scaledDiffuse;
  247. private _renderId;
  248. private _lastTime;
  249. constructor(name: string, scene: Scene);
  250. needAlphaBlending(): boolean;
  251. needAlphaTesting(): boolean;
  252. getAlphaTestTexture(): Nullable<BaseTexture>;
  253. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  254. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  255. getAnimatables(): IAnimatable[];
  256. getActiveTextures(): BaseTexture[];
  257. hasTexture(texture: BaseTexture): boolean;
  258. getClassName(): string;
  259. dispose(forceDisposeEffect?: boolean): void;
  260. clone(name: string): FireMaterial;
  261. serialize(): any;
  262. static Parse(source: any, scene: Scene, rootUrl: string): FireMaterial;
  263. }
  264. }
  265. declare module BABYLON {
  266. class FurMaterial extends PushMaterial {
  267. private _diffuseTexture;
  268. diffuseTexture: BaseTexture;
  269. private _heightTexture;
  270. heightTexture: BaseTexture;
  271. diffuseColor: Color3;
  272. furLength: number;
  273. furAngle: number;
  274. furColor: Color3;
  275. furOffset: number;
  276. furSpacing: number;
  277. furGravity: Vector3;
  278. furSpeed: number;
  279. furDensity: number;
  280. furOcclusion: number;
  281. furTexture: DynamicTexture;
  282. private _disableLighting;
  283. disableLighting: boolean;
  284. private _maxSimultaneousLights;
  285. maxSimultaneousLights: number;
  286. highLevelFur: boolean;
  287. _meshes: AbstractMesh[];
  288. private _renderId;
  289. private _furTime;
  290. constructor(name: string, scene: Scene);
  291. furTime: number;
  292. needAlphaBlending(): boolean;
  293. needAlphaTesting(): boolean;
  294. getAlphaTestTexture(): Nullable<BaseTexture>;
  295. updateFur(): void;
  296. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  297. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  298. getAnimatables(): IAnimatable[];
  299. getActiveTextures(): BaseTexture[];
  300. hasTexture(texture: BaseTexture): boolean;
  301. dispose(forceDisposeEffect?: boolean): void;
  302. clone(name: string): FurMaterial;
  303. serialize(): any;
  304. getClassName(): string;
  305. static Parse(source: any, scene: Scene, rootUrl: string): FurMaterial;
  306. static GenerateTexture(name: string, scene: Scene): DynamicTexture;
  307. static FurifyMesh(sourceMesh: Mesh, quality: number): Mesh[];
  308. }
  309. }
  310. declare module BABYLON {
  311. class TerrainMaterial extends PushMaterial {
  312. private _mixTexture;
  313. mixTexture: BaseTexture;
  314. private _diffuseTexture1;
  315. diffuseTexture1: Texture;
  316. private _diffuseTexture2;
  317. diffuseTexture2: Texture;
  318. private _diffuseTexture3;
  319. diffuseTexture3: Texture;
  320. private _bumpTexture1;
  321. bumpTexture1: Texture;
  322. private _bumpTexture2;
  323. bumpTexture2: Texture;
  324. private _bumpTexture3;
  325. bumpTexture3: Texture;
  326. diffuseColor: Color3;
  327. specularColor: Color3;
  328. specularPower: number;
  329. private _disableLighting;
  330. disableLighting: boolean;
  331. private _maxSimultaneousLights;
  332. maxSimultaneousLights: number;
  333. private _renderId;
  334. constructor(name: string, scene: Scene);
  335. needAlphaBlending(): boolean;
  336. needAlphaTesting(): boolean;
  337. getAlphaTestTexture(): Nullable<BaseTexture>;
  338. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  339. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  340. getAnimatables(): IAnimatable[];
  341. getActiveTextures(): BaseTexture[];
  342. hasTexture(texture: BaseTexture): boolean;
  343. dispose(forceDisposeEffect?: boolean): void;
  344. clone(name: string): TerrainMaterial;
  345. serialize(): any;
  346. getClassName(): string;
  347. static Parse(source: any, scene: Scene, rootUrl: string): TerrainMaterial;
  348. }
  349. }
  350. declare module BABYLON {
  351. class TriPlanarMaterial extends PushMaterial {
  352. mixTexture: BaseTexture;
  353. private _diffuseTextureX;
  354. diffuseTextureX: BaseTexture;
  355. private _diffuseTextureY;
  356. diffuseTextureY: BaseTexture;
  357. private _diffuseTextureZ;
  358. diffuseTextureZ: BaseTexture;
  359. private _normalTextureX;
  360. normalTextureX: BaseTexture;
  361. private _normalTextureY;
  362. normalTextureY: BaseTexture;
  363. private _normalTextureZ;
  364. normalTextureZ: BaseTexture;
  365. tileSize: number;
  366. diffuseColor: Color3;
  367. specularColor: Color3;
  368. specularPower: number;
  369. private _disableLighting;
  370. disableLighting: boolean;
  371. private _maxSimultaneousLights;
  372. maxSimultaneousLights: number;
  373. private _renderId;
  374. constructor(name: string, scene: Scene);
  375. needAlphaBlending(): boolean;
  376. needAlphaTesting(): boolean;
  377. getAlphaTestTexture(): Nullable<BaseTexture>;
  378. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  379. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  380. getAnimatables(): IAnimatable[];
  381. getActiveTextures(): BaseTexture[];
  382. hasTexture(texture: BaseTexture): boolean;
  383. dispose(forceDisposeEffect?: boolean): void;
  384. clone(name: string): TriPlanarMaterial;
  385. serialize(): any;
  386. getClassName(): string;
  387. static Parse(source: any, scene: Scene, rootUrl: string): TriPlanarMaterial;
  388. }
  389. }
  390. declare module BABYLON {
  391. class SkyMaterial extends PushMaterial {
  392. luminance: number;
  393. turbidity: number;
  394. rayleigh: number;
  395. mieCoefficient: number;
  396. mieDirectionalG: number;
  397. distance: number;
  398. inclination: number;
  399. azimuth: number;
  400. sunPosition: Vector3;
  401. useSunPosition: boolean;
  402. private _cameraPosition;
  403. private _renderId;
  404. constructor(name: string, scene: Scene);
  405. needAlphaBlending(): boolean;
  406. needAlphaTesting(): boolean;
  407. getAlphaTestTexture(): Nullable<BaseTexture>;
  408. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  409. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  410. getAnimatables(): IAnimatable[];
  411. dispose(forceDisposeEffect?: boolean): void;
  412. clone(name: string): SkyMaterial;
  413. serialize(): any;
  414. getClassName(): string;
  415. static Parse(source: any, scene: Scene, rootUrl: string): SkyMaterial;
  416. }
  417. }
  418. declare module BABYLON {
  419. /**
  420. * The grid materials allows you to wrap any shape with a grid.
  421. * Colors are customizable.
  422. */
  423. class GridMaterial extends BABYLON.PushMaterial {
  424. /**
  425. * Main color of the grid (e.g. between lines)
  426. */
  427. mainColor: Color3;
  428. /**
  429. * Color of the grid lines.
  430. */
  431. lineColor: Color3;
  432. /**
  433. * The scale of the grid compared to unit.
  434. */
  435. gridRatio: number;
  436. /**
  437. * Allows setting an offset for the grid lines.
  438. */
  439. gridOffset: Vector3;
  440. /**
  441. * The frequency of thicker lines.
  442. */
  443. majorUnitFrequency: number;
  444. /**
  445. * The visibility of minor units in the grid.
  446. */
  447. minorUnitVisibility: number;
  448. /**
  449. * The grid opacity outside of the lines.
  450. */
  451. opacity: number;
  452. /**
  453. * Determine RBG output is premultiplied by alpha value.
  454. */
  455. preMultiplyAlpha: boolean;
  456. private _gridControl;
  457. private _renderId;
  458. /**
  459. * constructor
  460. * @param name The name given to the material in order to identify it afterwards.
  461. * @param scene The scene the material is used in.
  462. */
  463. constructor(name: string, scene: Scene);
  464. /**
  465. * Returns wehter or not the grid requires alpha blending.
  466. */
  467. needAlphaBlending(): boolean;
  468. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  469. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  470. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  471. dispose(forceDisposeEffect?: boolean): void;
  472. clone(name: string): GridMaterial;
  473. serialize(): any;
  474. getClassName(): string;
  475. static Parse(source: any, scene: Scene, rootUrl: string): GridMaterial;
  476. }
  477. }
  478. declare module BABYLON {
  479. class CustomShaderStructure {
  480. FragmentStore: string;
  481. VertexStore: string;
  482. constructor();
  483. }
  484. class ShaderSpecialParts {
  485. constructor();
  486. Fragment_Begin: string;
  487. Fragment_Definitions: string;
  488. Fragment_MainBegin: string;
  489. Fragment_Custom_Diffuse: string;
  490. Fragment_Custom_Alpha: string;
  491. Fragment_Before_FragColor: string;
  492. Vertex_Begin: string;
  493. Vertex_Definitions: string;
  494. Vertex_MainBegin: string;
  495. Vertex_Before_PositionUpdated: string;
  496. Vertex_Before_NormalUpdated: string;
  497. }
  498. class CustomMaterial extends StandardMaterial {
  499. static ShaderIndexer: number;
  500. CustomParts: ShaderSpecialParts;
  501. _isCreatedShader: boolean;
  502. _createdShaderName: string;
  503. _customUniform: string[];
  504. _newUniforms: string[];
  505. _newUniformInstances: any[];
  506. _newSamplerInstances: Texture[];
  507. FragmentShader: string;
  508. VertexShader: string;
  509. AttachAfterBind(mesh: Mesh, effect: Effect): void;
  510. ReviewUniform(name: string, arr: string[]): string[];
  511. Builder(shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines): string;
  512. constructor(name: string, scene: Scene);
  513. AddUniform(name: string, kind: string, param: any): CustomMaterial;
  514. Fragment_Begin(shaderPart: string): CustomMaterial;
  515. Fragment_Definitions(shaderPart: string): CustomMaterial;
  516. Fragment_MainBegin(shaderPart: string): CustomMaterial;
  517. Fragment_Custom_Diffuse(shaderPart: string): CustomMaterial;
  518. Fragment_Custom_Alpha(shaderPart: string): CustomMaterial;
  519. Fragment_Before_FragColor(shaderPart: string): CustomMaterial;
  520. Vertex_Begin(shaderPart: string): CustomMaterial;
  521. Vertex_Definitions(shaderPart: string): CustomMaterial;
  522. Vertex_MainBegin(shaderPart: string): CustomMaterial;
  523. Vertex_Before_PositionUpdated(shaderPart: string): CustomMaterial;
  524. Vertex_Before_NormalUpdated(shaderPart: string): CustomMaterial;
  525. }
  526. }
  527. declare module BABYLON {
  528. class CellMaterial extends PushMaterial {
  529. private _diffuseTexture;
  530. diffuseTexture: BaseTexture;
  531. diffuseColor: Color3;
  532. _computeHighLevel: boolean;
  533. computeHighLevel: boolean;
  534. private _disableLighting;
  535. disableLighting: boolean;
  536. private _maxSimultaneousLights;
  537. maxSimultaneousLights: number;
  538. private _renderId;
  539. constructor(name: string, scene: Scene);
  540. needAlphaBlending(): boolean;
  541. needAlphaTesting(): boolean;
  542. getAlphaTestTexture(): Nullable<BaseTexture>;
  543. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  544. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  545. getAnimatables(): IAnimatable[];
  546. getActiveTextures(): BaseTexture[];
  547. hasTexture(texture: BaseTexture): boolean;
  548. dispose(forceDisposeEffect?: boolean): void;
  549. getClassName(): string;
  550. clone(name: string): CellMaterial;
  551. serialize(): any;
  552. static Parse(source: any, scene: Scene, rootUrl: string): CellMaterial;
  553. }
  554. }