Texture coordinates and transforms
Independent texture coordinate sets and transforms let each surface map use its own placement, rotation, and scale.
The TextureTransformMultiTest 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 |
|---|---|---|---|
baseColorUVSet | number | 0 | Selects UV set 0 or 1 for the base-color texture. |
baseColorUVTransform | Readonly<NumberArray9 | Matrix3> | Identity matrix | Column-major 3×3 transform of base-color texture coordinates. |
Each supported texture slot has its own UVSet and UVTransform fields, including
normalUVSet, normalUVTransform, metallicRoughnessUVSet, and
metallicRoughnessUVTransform. Transforms and coordinate-set selection are independent per 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: {
baseColorUVSet: 0,
baseColorUVTransform: [2, 0, 0, 0, 2, 0, 0.25, 0, 1]
}
});
// Pass material to a compatible Model through its material prop.
The example matrix doubles texture tiling and offsets U by 0.25. Runtime transforms must not be combined with duplicate loader-side UV baking. Animated texture-set switches and TEXCOORD_2+ slots are unsupported.
glTF support
Core glTF texture texCoord selects a coordinate set. KHR_texture_transform supplies offset, rotation, scale, and an optional coordinate-set override. Supported material slots retain independent transforms. KHR_animation_pointer can animate supported transform components.
See glTF materials and textures, glTF animation, and the extension support matrix for adapter details and current support limits.