Creates a Mesh Basic Material


## Description

This material only emits a color and does not react to light. It is therefore the less resource intensive material.


## Parameters

<table>
<thead>
	<tr>
		<th>Name</th>
		<th>Type</th>
		<th>Description</th>
	</tr>
</thead>
<tr>
	<td>color</td>
	<td><div class='bg-lime-800 px-2 py-px text-white rounded-sm'>color</div></td>
	<td>material color</td>
</tr>
<tr>
	<td>useVertexColors</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>defines if the color attribute on the geometry is used</td>
</tr>
<tr>
	<td>transparent</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>sets the material to transparent</td>
</tr>
<tr>
	<td>opacity</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>sets the material opacity</td>
</tr>
<tr>
	<td>alphaTest</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>sets the min alpha below which the material is invisible</td>
</tr>
<tr>
	<td>useMap</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>toggle on to use a map affecting color</td>
</tr>
<tr>
	<td>map</td>
	<td><div class='bg-indigo-800 px-2 py-px text-white rounded-sm'>node_path</div></td>
	<td>texture map affecting color</td>
</tr>
<tr>
	<td>useAlphaMap</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>toggle if you want to use an alpha map</td>
</tr>
<tr>
	<td>alphaMap</td>
	<td><div class='bg-indigo-800 px-2 py-px text-white rounded-sm'>node_path</div></td>
	<td>specify the alpha map COP node</td>
</tr>
<tr>
	<td>useAOMap</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>toggle if you want to use an ambient occlusion map</td>
</tr>
<tr>
	<td>aoMap</td>
	<td><div class='bg-indigo-800 px-2 py-px text-white rounded-sm'>node_path</div></td>
	<td>specify the AO map COP node</td>
</tr>
<tr>
	<td>aoMapIntensity</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>ambient occlusion intensity</td>
</tr>
<tr>
	<td>useEnvMap</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>toggle if you want to use an environment map</td>
</tr>
<tr>
	<td>envMap</td>
	<td><div class='bg-indigo-800 px-2 py-px text-white rounded-sm'>node_path</div></td>
	<td>specify the environment map COP node. Note that this only works with CubeCamera</td>
</tr>
<tr>
	<td>combine</td>
	<td><div class='bg-orange-800 px-2 py-px text-white rounded-sm'>integer</div></td>
	<td>defines how the env map is combined with the color</td>
</tr>
<tr>
	<td>reflectivity</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>environment intensity</td>
</tr>
<tr>
	<td>refractionRatio</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>refraction ratio</td>
</tr>
<tr>
	<td>useLightMap</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>toggle if you want to use a light map</td>
</tr>
<tr>
	<td>lightMap</td>
	<td><div class='bg-indigo-800 px-2 py-px text-white rounded-sm'>node_path</div></td>
	<td>specify the light map COP node</td>
</tr>
<tr>
	<td>lightMapIntensity</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>light. When set to 0, reflections from environment maps will be very sharp, or blurred when 1. Any value between 0 and 1 can help modulate this.</td>
</tr>
<tr>
	<td>doubleSided</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>defines if the material is double sided or not</td>
</tr>
<tr>
	<td>front</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>if the material is not double sided, it can be front sided, or back sided</td>
</tr>
<tr>
	<td>overrideShadowSide</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>override the default shadowSide behavior</td>
</tr>
<tr>
	<td>shadowDoubleSided</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>defines which side(s) are used when rendering shadows</td>
</tr>
<tr>
	<td>shadowFront</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>if the material is not double sided, it can be front sided, or back sided, when computing shadows</td>
</tr>
<tr>
	<td>colorWrite</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>defines if the objects using this material will be rendered in the color buffer. Setting it to false can have those objects occlude the ones behind</td>
</tr>
<tr>
	<td>depthWrite</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>defines if the objects using this material will be rendered in the depth buffer. This can often help transparent objects</td>
</tr>
<tr>
	<td>depthTest</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>toggle depth test</td>
</tr>
<tr>
	<td>premultipliedAlpha</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>premultipliedAlpha</td>
</tr>
<tr>
	<td>blending</td>
	<td><div class='bg-orange-800 px-2 py-px text-white rounded-sm'>integer</div></td>
	<td>blending</td>
</tr>
<tr>
	<td>dithering</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>dithering, which can be useful when using postprocessing and banding appears on some objects</td>
</tr>
<tr>
	<td>polygonOffset</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>activate polygon offset</td>
</tr>
<tr>
	<td>wireframe</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>toggle on to set material to wireframe</td>
</tr>
<tr>
	<td>wireframeLinewidth</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>wireframe line width</td>
</tr>
<tr>
	<td>wireframeLinecap</td>
	<td><div class='bg-orange-800 px-2 py-px text-white rounded-sm'>integer</div></td>
	<td>define appearance of line ends</td>
</tr>
<tr>
	<td>wireframeLinejoin</td>
	<td><div class='bg-orange-800 px-2 py-px text-white rounded-sm'>integer</div></td>
	<td>Define appearance of line joints</td>
</tr>
<tr>
	<td>useFog</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>toggle on if you have a fog in the scene and the material should be affected by it</td>
</tr>
</table>