Whether the copies cast shadows and receive them. Off by default, as a mesh’s are.
dress?
(material, mesh) => Material
The material a part draws with, handed its mesh’s own, such as a copy with an onBeforeCompile of the game’s. The game owns it: the batch neither clones nor disposes it, and leaves it as it was, so one material may dress the parts of several batches. A see-through one leaves the part to draw itself, each copy in its own mesh’s material. A copy of the mesh’s own material, which the batch disposes of, when left out.
receiveShadow?
boolean
-
uniforms?
Uniforms
Values each copy sets for itself, which every part’s fragment shader reads under their names in place of the material’s own uniform of that name, such as { emissive: new Color(0, 0, 0) }. A name the shader has no uniform for is declared and left unread.