Iridescence
Thin-film interference produces view-dependent colors, useful for coated glass, soap films, and decorative finishes.
The CompareIridescence 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 |
|---|---|---|---|
iridescenceFactor | number | 0 | Strength of the thin-film response, in the range 0–1. |
iridescenceIor | number | 1.3 | Index of refraction of the thin film. |
iridescenceThicknessRange | Readonly<Vector2 | NumberArray2> | [100, 400] | Minimum and maximum film thickness in nanometers. |
iridescenceMapEnabled | boolean | false | Enables iridescence-strength 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_iridescenceSampler | HAS_IRIDESCENCEMAP: true | Texture resource for the iridescence slot. |
pbr_iridescenceThicknessSampler | HAS_IRIDESCENCETHICKNESSMAP: true | Texture resource for the iridescenceThickness 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: {
iridescenceFactor: 1,
iridescenceIor: 1.3,
iridescenceThicknessRange: [100, 400]
}
});
// modelProps contains your existing shaders, geometry, and buffer layout.
const model = new Model(device, {
...modelProps,
material,
defines: {...modelProps.defines, USE_MATERIAL_EXTENSIONS: true}
});
The stock shader uses a view-dependent thin-film approximation rather than a complete spectral simulation.
glTF support
KHR_materials_iridescence supplies film factors and optional intensity and thickness maps.
See glTF materials and textures, glTF animation, and the extension support matrix for adapter details and current support limits.