import * as THREE from 'three'; /** Built-in PBR preset names for `createStandardMaterial`. */ export type StandardPresetName = 'metal' | 'chrome' | 'gold' | 'plastic' | 'rubber' | 'glass' | 'matte' | 'emissive'; /** The tuned `MeshStandardMaterial` parameter sets behind each {@link StandardPresetName}. */ export declare const MATERIAL_PRESETS: Record; /** * Build a PBR material from a preset name (or raw params), merged with optional * overrides. The `glass` preset returns a MeshPhysicalMaterial with transmission * so it actually refracts; everything else is a MeshStandardMaterial. */ export declare function createStandardMaterial(presetOrParams?: StandardPresetName | THREE.MeshStandardMaterialParameters, overrides?: THREE.MeshStandardMaterialParameters): THREE.MeshStandardMaterial; /** Quantized gradient ramp for cel shading — NearestFilter keeps the bands hard. */ export declare function createGradientToonMap(steps?: number): THREE.DataTexture; /** Options for {@link createToonMaterial}: flat `color` and gradient `steps`. */ export interface ToonOptions { color?: THREE.ColorRepresentation; steps?: number; } /** Cel-shaded `MeshToonMaterial` with a nearest-filtered gradient map of `steps` bands (default 4). */ export declare function createToonMaterial(options?: ToonOptions): THREE.MeshToonMaterial; /** * Matcap material. Pass a loaded THREE.Texture, or a URL string (loaded via * TextureLoader — browser only; headless the matcap is simply left unset). */ export declare function createMatcapMaterial(matcap?: THREE.Texture | string): THREE.MeshMatcapMaterial; //# sourceMappingURL=presets.d.ts.map