OptionalalphaFragments whose texture-modulated alpha is below this are discarded (default: 0.5 with a map, else 0)
OptionalangularInitial world-space spin in radians per second; collisions and friction also generate spin.
OptionalaoAmbient occlusion in the red channel; darkens environment (indirect) light only
Optionalao0..1 (default 1): 1 + aoStrength * (ao - 1)
OptionalbodyOptionalcastDrawn into the shadow map (default: true; translucent objects never cast)
OptionalcolorOptionalemissiveOptionalemissiveLinear emitted color (default [0, 0, 0], components 0..1000). When non-black it replaces the
PBR color * emissive glow with emissiveColor * emissiveMap (glTF emissiveFactor)
OptionalemissivesRGB emissive texture multiplying emissiveColor (no effect while emissiveColor is black)
OptionalmapTexture id from loadTexture / createDataTexture; null (or 0) clears the map
OptionalmapUV offset [u, v] (default: [0, 0])
OptionalmapUV repeat [u, v] (default: [1, 1]); textures wrap
OptionalmassOptionalmetallicOptionalmetallicBlue = metalness, green = roughness, multiplying metallic / roughness
OptionalnameOptionalnormalTangent-space normal map (OpenGL / glTF convention: green = up in the image)
OptionalnormalScales the normal map's x / y (default 1; clamped to [-16, 16])
OptionalparentOptionalpositionOptionalreceiveDarkened by other objects' shadows (default: true)
OptionalrestitutionOptionalrotationOptionalroughnessOptionalscaleOptionalvelocity
Texture mapping shared by materials, primitives and custom meshes. UVs: u runs left to right and v top to bottom (v = 0 is the top row of the image), so images are not flipped.