When you load glb at runtime and create an instance of it, for example this way:
const house = asset.resource.instantiateRenderEntity();
You can then find and change all materials this way:
const renders = house.findComponents("render");
renders.forEach((render) => {
render.meshInstances.forEach((meshInstance) => {
meshInstance.material.blendType = pc.BLEND_MULTIPLICATIVE;
meshInstance.material.update();
});
});
is this what you need?