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.
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.
| Field | Type | Default | Description |
|---|---|---|---|
anisotropyStrength | number | 0 | Strength of directional reflection, in the range 0–1. |
anisotropyRotation | number | 0 | Rotation of the anisotropy direction in radians. |
anisotropyDirection | Readonly<Vector2 | NumberArray2> | [1, 0] | Two-component direction in the surface tangent frame. |
anisotropyMapEnabled | boolean | false | Enables 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.
| Field | Model define | Description |
|---|---|---|
pbr_anisotropySampler | HAS_ANISOTROPYMAP: true | Texture 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.