three APIs
- Vector3
- Color
- Object3D
- Vector2
- BufferGeometry
- Scene
- Mesh
- MeshBasicMaterial
- Material
- Camera
- Raycaster
- DoubleSide
- WebGLRenderer
- Euler
- Quaternion
- BufferAttribute
- Group
- MeshStandardMaterial
- MeshPhongMaterial
- MathUtils
- Matrix4
- Texture
- PerspectiveCamera
- TextureLoader
- RGBAFormat
- MeshPhysicalMaterial
- MeshToonMaterial
- MeshLambertMaterial
- MeshMatcapMaterial
- DirectionalLight
- AudioAnalyser
- Plane
- ShaderMaterial
- ShaderLib
- UniformsUtils
- OrthographicCamera
- AudioListener
- LinearFilter
- UnsignedByteType
- ExtrudeGeometry
- FontLoader
- NearestFilter
- WebGLCubeRenderTarget
- Intersection
- MeshNormalMaterial
- MeshDepthMaterial
- IUniform
- EventDispatcher
- MOUSE
- TOUCH
- Line
- LineBasicMaterial
- NormalBlending
- Vector4
- TrianglesDrawMode
- Uniform
- Renderer
- NoBlending
- AdditiveBlending
- MultiplyBlending
- SubtractiveBlending
- Audio
- AudioLoader
- FileLoader
- Cache
- DynamicDrawUsage
- FogExp2
- PMREMGenerator
- Font
- ShapeBufferGeometry
- Box3
- PositionalAudio
- sRGBEncoding
- BoxBufferGeometry
- XRSession
- InterleavedBufferAttribute
- Clock
- Float32BufferAttribute
- Frustum
- Uint32BufferAttribute
- InstancedMesh
- BoxGeometry
- CircleGeometry
- ConeGeometry
- CylinderGeometry
- DodecahedronGeometry
- ExtrudeGeometryOptions
- Shape
- IcosahedronGeometry
- LatheGeometry
- OctahedronGeometry
- PlaneGeometry
- PolyhedronGeometry
- RingGeometry
- ShapeGeometry
- SphereGeometry
- TetrahedronGeometry
- TorusGeometry
- TorusKnotGeometry
- CatmullRomCurve3
- Curve
- TubeGeometry
- ShaderChunk
Other Related APIs
three#MeshDepthMaterial TypeScript Examples
The following examples show how to use
three#MeshDepthMaterial.
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and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example #1
Source File: App.tsx From THREE-CustomShaderMaterial with MIT License | 5 votes |
export default function App() {
const { Base } = useControls(
'Material',
{
Base: {
options: {
MeshPhysicalMaterial,
MeshBasicMaterial,
MeshMatcapMaterial,
MeshNormalMaterial,
MeshStandardMaterial,
MeshPhongMaterial,
MeshToonMaterial,
MeshLambertMaterial,
MeshDepthMaterial,
},
value: MeshPhysicalMaterial,
},
},
[]
)
return (
<>
<Leva />
<Tag />
<Canvas
gl={{
antialias: true,
}}
camera={{
position: [4, 4, 4],
}}
>
<color attach="background" args={['#ebebeb']} />
<Suspense fallback={null}>
{['MeshPhysicalMaterial', 'MeshStanderedMaterial'].includes(Base.name) ? (
<Environment preset="sunset" />
) : (
<Lights />
)}
</Suspense>
<Water base={Base} />
<ContactShadows
position={[0, -0.2, 0]}
width={10}
height={10}
far={20}
opacity={0.5}
rotation={[Math.PI / 2, 0, 0]}
/>
<Copy base={Base} />
<OrbitControls />
</Canvas>
</>
)
}