Optionalcolor?: stringOptionalcolorRamp?: numberOptionalcontoursColor?: stringOptionalcontoursColorMode?: ContourColorModeOptionalcontoursColorModeFactor?: numberOptionalcontoursInterval?: numberOptionalcontoursThickness?: numberOptionaldebug?: booleanOptionaldoubleSide?: booleanOptionalmaxError?: numberOptionalnormalMap?: TextureOptionalnormalScale?: Vec2Optionalopacity?: numberOptionalprecomputeNormals?: booleanPrecompute the surface normals into a compact texture instead of deriving
them per-fragment from the elevation map. This skips the normal recompute
the shader otherwise repeats across the order-independent transparency
passes, at the cost of a little extra texture memory. Defaults to false.
Optionalpriority?: numberOptionalrampMax?: numberOptionalrampMin?: numberOptionalreverseRamp?: booleanOptionalshowContours?: booleanOptionaluseColorRamp?: booleanOptionalwireframe?: boolean
Surface props