[page:Material] →

# [name]

A material for a use with a [page:Sprite].

## Examples

[example:webgl_sprites WebGL / sprites]
[example:software_sandbox software / sandbox]
[example:svg_sandbox svg / sandbox]
[example:webgl_materials_cubemap_dynamic webgl / materials / cubemap / dynamic]
`var spriteMap = new THREE.TextureLoader().load( 'textures/sprite.png' ); var spriteMaterial = new THREE.SpriteMaterial( { map: spriteMap, color: 0xffffff } ); var sprite = new THREE.Sprite( spriteMaterial ); sprite.scale.set(200, 200, 1) scene.add( sprite );`

### [name]( [param:Object parameters] )

[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance. Any property of the material (including any property inherited from [page:Material]) can be passed in here.
The exception is the property [page:Hexadecimal color], which can be passed in as a hexadecimal string and is *0xffffff* (white) by default. [page:Color.set]( color ) is called internally. SpriteMaterials are not clipped by using [page:Material.clippingPlanes].

## Properties

See the base [page:Material] class for common properties.

### [property:Texture alphaMap]

The alpha map is a grayscale texture that controls the opacity across the surface (black: fully transparent; white: fully opaque). Default is null.
Only the color of the texture is used, ignoring the alpha channel if one exists. For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer will use the green channel when sampling this texture due to the extra bit of precision provided for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and luminance/alpha textures will also still work as expected.

### [property:Color color]

[page:Color] of the material, by default set to white (0xffffff). The [page:.map] is mutiplied by the color.

### [property:boolean fog]

Whether or not this material affected by the scene's fog. Default is false

### [property:Texture map]

The texture map. Default is null.

### [property:Radians rotation]

The rotation of the sprite in radians. Default is 0.

### [property:Boolean sizeAttenuation]

Whether the size of the sprite is attenuated by the camera depth. (Perspective camera only.) Default is *true*.

## Methods

See the base [page:Material] class for common methods.

## Source

[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]