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Anisotropic reflection

Anisotropic reflection stretches highlights along a surface direction, useful for brushed metal and directional surface finishes.

The CompareAnisotropy sample demonstrates this capability. Drag to orbit and scroll to zoom.

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PBRMaterial reference​

PBRMaterial from @luma.gl/experimental is a typed engine Material backed by the shared pbrMaterial shader module. Its material fields are defined by PBRMaterialUniforms from @luma.gl/shadertools. Pass them through createPBRMaterial(device, {uniforms}) or update them with material.setProps({pbrMaterial: {...}}).

The fields below are optional. Defaults are the shared shader defaults; imported assets can supply other values.

FieldTypeDefaultDescription
anisotropyStrengthnumber0Strength of directional reflection, in the range 0–1.
anisotropyRotationnumber0Rotation of the anisotropy direction in radians.
anisotropyDirectionReadonly<Vector2 | NumberArray2>[1, 0]Two-component direction in the surface tangent frame.
anisotropyMapEnabledbooleanfalseEnables anisotropy texture sampling.

PBRMaterialBindings​

Texture resources are supplied separately through PBRMaterialBindings. Each field below is optional and accepts Texture | null. createPBRMaterial() derives map-enabled flags from these resources. Enable the corresponding Model shader define listed below when supplying a texture; the helper does not choose the model shader defines.

FieldModel defineDescription
pbr_anisotropySamplerHAS_ANISOTROPYMAP: trueTexture resource for the anisotropy slot.

Supporting APIs​

createPBRMaterial​

createPBRMaterial(device, {uniforms, bindings, factory}) from @luma.gl/experimental returns a PBRMaterial. uniforms sets the fields listed above, bindings supplies material textures, and the optional factory shares a compatible binding schema across materials. The helper derives map-enabled flags from the supplied bindings; explicit uniform values take precedence.

MaterialFactory​

createPBRMaterialFactory(device) from @luma.gl/experimental creates a reusable engine MaterialFactory configured with the pbrMaterial shader module. Pass this factory to createPBRMaterial() when creating several compatible materials.

Material​

Material from @luma.gl/engine owns material uniforms and texture resources. setProps({pbrMaterial: {...}}) updates uniform values. Pass the material to a compatible Model through its material prop; models sharing it observe the same updates. Use clone({bindings: {...}}) when an appearance needs separate texture resources. Adding a texture or changing a shader feature may require matching defines and a compatible model shader layout.

See the materials guide and pbrMaterial reference.

The extended PBR shader path is disabled by default. Set USE_MATERIAL_EXTENSIONS: true in the Model construction defines to enable this feature; uniform values alone do not enable it. The glTF material parser supplies this define for imported extension materials.

Usage​

import {Model} from '@luma.gl/engine';
import {createPBRMaterial, type PBRMaterial} from '@luma.gl/experimental';

// device is an initialized Device.
const material: PBRMaterial = createPBRMaterial(device, {
uniforms: {
anisotropyStrength: 0.8,
anisotropyRotation: 0.5,
anisotropyDirection: [1, 0]
}
});

// modelProps contains your existing shaders, geometry, and buffer layout.
const model = new Model(device, {
...modelProps,
material,
defines: {...modelProps.defines, USE_MATERIAL_EXTENSIONS: true}
});

The shared shader approximates directional highlights and image-based lighting response; results depend on the surface tangent frame.

glTF support​

KHR_materials_anisotropy supplies strength, rotation, and an optional direction map.

See glTF materials and textures, glTF animation, and the extension support matrix for adapter details and current support limits.

All engine features