# Material

#### new Cesium.Material(options)
Scene/Material.js 261

  A Material defines surface appearance through a combination of diffuse, specular, normal, emission, and alpha components. These values are specified using a JSON schema called Fabric which gets parsed and assembled into glsl shader code behind-the-scenes. Check out the wiki page for more details on Fabric.
  Base material types and their uniforms:
  - Color
  - `color`: rgba color object.
  - Image
  - `image`: path to image.
  - `repeat`: Object with x and y values specifying the number of times to repeat the image.
  - DiffuseMap
  - `image`: path to image.
  - `channels`: Three character string containing any combination of r, g, b, and a for selecting the desired image channels.
  - `repeat`: Object with x and y values specifying the number of times to repeat the image.
  - AlphaMap
  - `image`: path to image.
  - `channel`: One character string containing r, g, b, or a for selecting the desired image channel.
  - `repeat`: Object with x and y values specifying the number of times to repeat the image.
  - SpecularMap
  - `image`: path to image.
  - `channel`: One character string containing r, g, b, or a for selecting the desired image channel.
  - `repeat`: Object with x and y values specifying the number of times to repeat the image.
  - EmissionMap
  - `image`: path to image.
  - `channels`: Three character string containing any combination of r, g, b, and a for selecting the desired image channels.
  - `repeat`: Object with x and y values specifying the number of times to repeat the image.
  - BumpMap
  - `image`: path to image.
  - `channel`: One character string containing r, g, b, or a for selecting the desired image channel.
  - `repeat`: Object with x and y values specifying the number of times to repeat the image.
  - `strength`: Bump strength value between 0.0 and 1.0 where 0.0 is small bumps and 1.0 is large bumps.
  - NormalMap
  - `image`: path to image.
  - `channels`: Three character string containing any combination of r, g, b, and a for selecting the desired image channels.
  - `repeat`: Object with x and y values specifying the number of times to repeat the image.
  - `strength`: Bump strength value between 0.0 and 1.0 where 0.0 is small bumps and 1.0 is large bumps.
  - Grid
  - `color`: rgba color object for the whole material.
  - `cellAlpha`: Alpha value for the cells between grid lines. This will be combined with color.alpha.
  - `lineCount`: Object with x and y values specifying the number of columns and rows respectively.
  - `lineThickness`: Object with x and y values specifying the thickness of grid lines (in pixels where available).
  - `lineOffset`: Object with x and y values specifying the offset of grid lines (range is 0 to 1).
  - Stripe
  - `horizontal`: Boolean that determines if the stripes are horizontal or vertical.
  - `evenColor`: rgba color object for the stripe's first color.
  - `oddColor`: rgba color object for the stripe's second color.
  - `offset`: Number that controls at which point into the pattern to begin drawing; with 0.0 being the beginning of the even color, 1.0 the beginning of the odd color, 2.0 being the even color again, and any multiple or fractional values being in between.
  - `repeat`: Number that controls the total number of stripes, half light and half dark.
  - Checkerboard
  - `lightColor`: rgba color object for the checkerboard's light alternating color.
  - `darkColor`: rgba color object for the checkerboard's dark alternating color.
  - `repeat`: Object with x and y values specifying the number of columns and rows respectively.
  - Dot
  - `lightColor`: rgba color object for the dot color.
  - `darkColor`: rgba color object for the background color.
  - `repeat`: Object with x and y values specifying the number of columns and rows of dots respectively.
  - Water
  - `baseWaterColor`: rgba color object base color of the water.
  - `blendColor`: rgba color object used when blending from water to non-water areas.
  - `specularMap`: Single channel texture used to indicate areas of water.
  - `normalMap`: Normal map for water normal perturbation.
  - `frequency`: Number that controls the number of waves.
  - `normalMap`: Normal map for water normal perturbation.
  - `animationSpeed`: Number that controls the animations speed of the water.
  - `amplitude`: Number that controls the amplitude of water waves.
  - `specularIntensity`: Number that controls the intensity of specular reflections.
  - RimLighting
  - `color`: diffuse color and alpha.
  - `rimColor`: diffuse color and alpha of the rim.
  - `width`: Number that determines the rim's width.
  - Fade
  - `fadeInColor`: diffuse color and alpha at `time`
  - `fadeOutColor`: diffuse color and alpha at `maximumDistance` from `time`
  - `maximumDistance`: Number between 0.0 and 1.0 where the `fadeInColor` becomes the `fadeOutColor`. A value of 0.0 gives the entire material a color of `fadeOutColor` and a value of 1.0 gives the the entire material a color of `fadeInColor`
  - `repeat`: true if the fade should wrap around the texture coodinates.
  - `fadeDirection`: Object with x and y values specifying if the fade should be in the x and y directions.
  - `time`: Object with x and y values between 0.0 and 1.0 of the `fadeInColor` position
  - PolylineArrow
  - `color`: diffuse color and alpha.
  - PolylineGlow
  - `color`: color and maximum alpha for the glow on the line.
  - `glowPower`: strength of the glow, as a percentage of the total line width (less than 1.0).
  - PolylineOutline
  - `color`: diffuse color and alpha for the interior of the line.
  - `outlineColor`: diffuse color and alpha for the outline.
  - `outlineWidth`: width of the outline in pixels.

  Name | Type | Description
  --- | --- | ---

  `options`

  Object

  optional Object with the following properties:

  Name | Type | Default | Description
  --- | --- | --- | ---
  `strict` | Boolean | `false` | optional Throws errors for issues that would normally be ignored, including unused uniforms or materials.
  `translucent` | Boolean | function | `true` | optional When `true` or a function that returns `true`, the geometry with this material is expected to appear translucent.
  `fabric` | Object |  | The fabric JSON used to generate the material.

  ##### Throws:

  - DeveloperError : fabric: uniform has invalid type.
  - DeveloperError : fabric: uniforms and materials cannot share the same property.
  - DeveloperError : fabric: cannot have source and components in the same section.
  - DeveloperError : fabric: property name is not valid. It should be 'type', 'materials', 'uniforms', 'components', or 'source'.
  - DeveloperError : fabric: property name is not valid. It should be 'diffuse', 'specular', 'shininess', 'normal', 'emission', or 'alpha'.
  - DeveloperError : strict: shader source does not use string.
  - DeveloperError : strict: shader source does not use uniform.
  - DeveloperError : strict: shader source does not use material.

  ##### Example:

      // Create a color material with fromType:
      polygon.material = Cesium.Material.fromType('Color');
      polygon.material.uniforms.color = new Cesium.Color(1.0, 1.0, 0.0, 1.0);

      // Create the default material:
      polygon.material = new Cesium.Material();

      // Create a color material with full Fabric notation:
      polygon.material = new Cesium.Material({
          fabric : {
              type : 'Color',
              uniforms : {
                  color : new Cesium.Color(1.0, 1.0, 0.0, 1.0)
              }
          }
      });

  ##### Demo:

  - Cesium Sandcastle Materials Demo

  ##### See:

  - Fabric wiki page for a more detailed options of Fabric.

### Members

#### staticreadonlyCesium.Material.AlphaMapType : String
Scene/Material.js 1092

  Gets the name of the alpha map material.

#### staticreadonlyCesium.Material.BumpMapType : String
Scene/Material.js 1155

  Gets the name of the bump map material.

#### staticreadonlyCesium.Material.CheckerboardType : String
Scene/Material.js 1243

  Gets the name of the checkerboard material.

#### staticreadonlyCesium.Material.ColorType : String
Scene/Material.js 1025

  Gets the name of the color material.

#### staticCesium.Material.DefaultCubeMapId : String
Scene/Material.js 1018

  Gets or sets the default cube map texture uniform value.

#### staticCesium.Material.DefaultImageId : String
Scene/Material.js 1012

  Gets or sets the default texture uniform value.

#### staticreadonlyCesium.Material.DiffuseMapType : String
Scene/Material.js 1071

  Gets the name of the diffuce map material.

#### staticreadonlyCesium.Material.DotType : String
Scene/Material.js 1265

  Gets the name of the dot material.

#### staticreadonlyCesium.Material.EmissionMapType : String
Scene/Material.js 1134

  Gets the name of the emmision map material.

#### staticreadonlyCesium.Material.FadeType : String
Scene/Material.js 1337

  Gets the name of the fade material.

#### staticreadonlyCesium.Material.GridType : String
Scene/Material.js 1195

  Gets the name of the grid material.

#### staticreadonlyCesium.Material.ImageType : String
Scene/Material.js 1047

  Gets the name of the image material.

#### staticreadonlyCesium.Material.NormalMapType : String
Scene/Material.js 1175

  Gets the name of the normal map material.

#### staticreadonlyCesium.Material.PolylineArrowType : String
Scene/Material.js 1365

  Gets the name of the polyline arrow material.

#### staticreadonlyCesium.Material.PolylineGlowType : String
Scene/Material.js 1382

  Gets the name of the polyline glow material.

#### staticreadonlyCesium.Material.PolylineOutlineType : String
Scene/Material.js 1400

  Gets the name of the polyline outline material.

#### staticreadonlyCesium.Material.RimLightingType : String
Scene/Material.js 1315

  Gets the name of the rim lighting material.

#### staticreadonlyCesium.Material.SpecularMapType : String
Scene/Material.js 1113

  Gets the name of the specular map material.

#### staticreadonlyCesium.Material.StripeType : String
Scene/Material.js 1219

  Gets the name of the stripe material.

#### staticreadonlyCesium.Material.WaterType : String
Scene/Material.js 1287

  Gets the name of the water material.

#### materials : Object
Scene/Material.js 281

  Maps sub-material names to Material objects.
  Default Value: `undefined`

#### shaderSource : String
Scene/Material.js 274

  The glsl shader source for this material.
  Default Value: `undefined`

#### translucent : Boolean|function
Scene/Material.js 297

  When `true` or a function that returns `true`, the geometry is expected to appear translucent.
  Default Value: `undefined`

#### type : String
Scene/Material.js 267

  The material type. Can be an existing type or a new type. If no type is specified in fabric, type is a GUID.
  Default Value: `undefined`

#### uniforms : Object
Scene/Material.js 288

  Maps uniform names to their values.
  Default Value: `undefined`

### Methods

#### staticCesium.Material.fromType(type, uniforms) → Material
Scene/Material.js 346

  Creates a new material using an existing material type.
  Shorthand for: new Material({fabric : {type : type}});

  Name | Type | Description
  --- | --- | ---
  `type` | String | The base material type.
  `uniforms` | Object | optional Overrides for the default uniforms.

  ##### Returns:

  New material object.

  ##### Throws:

  - DeveloperError : material with that type does not exist.

  ##### Example:

      var material = Cesium.Material.fromType('Color', {
          color : new Cesium.Color(1.0, 0.0, 0.0, 1.0)
      });

#### destroy() → undefined
Scene/Material.js 504

  Destroys the WebGL resources held by this object. Destroying an object allows for deterministic release of WebGL resources, instead of relying on the garbage collector to destroy this object.
  Once an object is destroyed, it should not be used; calling any function other than `isDestroyed` will result in a `DeveloperError` exception. Therefore, assign the return value (`undefined`) to the object as done in the example.

  ##### Returns:

  ##### Throws:

  - DeveloperError : This object was destroyed, i.e., destroy() was called.

  ##### Example:

      material = material && material.destroy();

  ##### See:

  - Material#isDestroyed

#### isDestroyed() → Boolean
Scene/Material.js 482

  Returns true if this object was destroyed; otherwise, false.
  If this object was destroyed, it should not be used; calling any function other than `isDestroyed` will result in a `DeveloperError` exception.

  ##### Returns:

  True if this object was destroyed; otherwise, false.

  ##### See:

  - Material#destroy

#### isTranslucent()
Scene/Material.js 374

  Gets whether or not this material is translucent.

  ##### Returns:

  `true` if this material is translucent, `false` otherwise.