Emissive surfaces
Emission makes a surface contribute its own visible radiance, including values above the display white level.
BoomBox and DamagedHelmet use core emissive textures. Select Sample model to compare them. 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 |
|---|---|---|---|
emissiveFactor | Readonly<Vector3 | NumberArray3> | [0, 0, 0] | RGB color of the emitted radiance. |
emissiveStrength | number | 1 | Multiplier for emissive radiance; values above 1 support bright HDR emission. |
emissiveMapEnabled | boolean | false | Enables emissive 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_emissiveSampler | HAS_EMISSIVEMAP: true | Texture resource for the emissive 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.
Usage
import {createPBRMaterial, type PBRMaterial} from '@luma.gl/experimental';
// device is an initialized Device.
const material: PBRMaterial = createPBRMaterial(device, {
uniforms: {
emissiveFactor: [1, 0.2, 0.05],
emissiveStrength: 4
}
});
// Pass material to a compatible Model through its material prop.
See emissive strength for HDR extension comparison samples.
Emission alone does not create a scene light or illuminate nearby geometry. Bloom is a separate rendering effect.
glTF support
Core glTF supplies emissive color and texture. KHR_materials_emissive_strength scales emission beyond the core range.
See glTF materials and textures, glTF animation, and the extension support matrix for adapter details and current support limits.