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Sprite2DMaterialOptions

Defined in: packages/three-flatland/src/materials/Sprite2DMaterial.ts:223

optional alphaTest?: number

Defined in: packages/three-flatland/src/materials/Sprite2DMaterial.ts:226


optional colorTransform?: ColorTransformFn

Defined in: packages/three-flatland/src/materials/Sprite2DMaterial.ts:250

Color transform function for custom effects (e.g., lighting)


optional effectsKey?: string

Defined in: packages/three-flatland/src/materials/Sprite2DMaterial.ts:254

Effect configuration key for material caching/batching


optional effectTier?: number

Defined in: packages/three-flatland/src/materials/Sprite2DMaterial.ts:248

Effect buffer tier size in floats. Buffers are allocated in tiers: 0, 4, 8, 16. Default is 8 (2 vec4 buffers), covering most effect combinations. Set to 0 for fully effect-free materials (no effect buffer overhead).


optional globalUniforms?: GlobalUniforms

Defined in: packages/three-flatland/src/materials/Sprite2DMaterial.ts:252

Global uniforms for auto-applying tint, time, etc.


optional lit?: boolean

Defined in: packages/three-flatland/src/materials/Sprite2DMaterial.ts:232

Whether sprites using this material receive lighting. Part of the material identity (batching) key — lit and unlit sprites can’t share a batch. Default false.


optional map?: Texture <unknown, TextureEventMap >

Defined in: packages/three-flatland/src/materials/Sprite2DMaterial.ts:224


optional premultipliedAlpha?: boolean

Defined in: packages/three-flatland/src/materials/Sprite2DMaterial.ts:241

Use premultiplied alpha blending. When true, the shader outputs vec4(rgb * alpha, alpha) and uses CustomBlending with OneFactor / OneMinusSrcAlphaFactor. This eliminates Discard() calls, improving performance on WebGL by preserving early-z optimization. Depth writes are disabled since transparent pixels produce (0,0,0,0) which blends to nothing.


optional transparent?: boolean

Defined in: packages/three-flatland/src/materials/Sprite2DMaterial.ts:225