Sheen
Sheen adds a soft grazing-angle response for fabric, velvet, and other surfaces with fine fibers.
The CompareSheen 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 |
|---|---|---|---|
sheenColorFactor | Readonly<Vector3 | NumberArray3> | [0, 0, 0] | RGB contribution of the sheen layer. |
sheenRoughnessFactor | number | 0 | Roughness of the sheen layer, in the range 0–1. |
sheenColorMapEnabled | boolean | false | Enables sheen-color texture sampling. |
sheenRoughnessMapEnabled | boolean | false | Enables sheen-roughness 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_sheenColorSampler | HAS_SHEENCOLORMAP: true | Texture resource for the sheenColor slot. |
pbr_sheenRoughnessSampler | HAS_SHEENROUGHNESSMAP: true | Texture resource for the sheenRoughness 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: {
sheenColorFactor: [0.5, 0.1, 0.2],
sheenRoughnessFactor: 0.7
}
});
// modelProps contains your existing shaders, geometry, and buffer layout.
const model = new Model(device, {
...modelProps,
material,
defines: {...modelProps.defines, USE_MATERIAL_EXTENSIONS: true}
});
glTF support
KHR_materials_sheen maps color, roughness, and their optional textures into the shared sheen lobe.
See glTF materials and textures, glTF animation, and the extension support matrix for adapter details and current support limits.