Runtime controls for a material's glow, as material.emissive
material.emissive
Present only when the material was built with an emissive group. Changes never recompile the shader.
emissive
const sign = new Material3D({ emissive: { color: 0xff0044 } });sign.emissive!.strength = 2; Copy
const sign = new Material3D({ emissive: { color: 0xff0044 } });sign.emissive!.strength = 2;
Multiplier on the glow; above 1 it goes past white, which bloom picks up
material.emissive!.strength = 4; Copy
material.emissive!.strength = 4;
Glow map, multiplied by color
color
material.emissive!.texture = await Assets.load('lit-windows.png'); Copy
material.emissive!.texture = await Assets.load('lit-windows.png');
Glow colour; takes any ColorSource and reads back a hex number, like Container.tint
ColorSource
Container.tint
material.emissive!.color = 'red'; Copy
material.emissive!.color = 'red';
Sets the glow colour from any ColorSource
Runtime controls for a material's glow, as
material.emissivePresent only when the material was built with an
emissivegroup. Changes never recompile the shader.Example