I'm using lambert shader and in the exaple it sets the material like this:
this.material.uniforms.emissive.value = new THREE.Color(
Math.random(),
Math.random(),
Math.random());
Before I had a simple shader that set the material like this where I could control the alpha:
this.material.uniforms.color.value = new THREE.Vector4(
Math.random(),
Math.random(),
Math.random(),
0.3)
But it looks like the lambert shader doesn't have a color vector4.
Any idea on how to control the alpha?
I use the same example for the lambert shader from here: https://forge.autodesk.com/blog/forge-viewer-custom-shaders-part-2
And the simple shader was from: http://adndevblog.typepad.com/cloud_and_mobile/2017/01/forge-viewer-custom-shaders-part-1.html
you will have to use the material opacity. be sure to mark it as transparent first:
this.material.uniforms.transparent = true;
then set an opacity:
this.material.uniforms.opacity.value = 0.3;
if you already rendered the scene, you might have to mark it to update:
this.material.uniforms.needsUpdate = true;
for textures use .alphaMap