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Material Properties

The Material type exposes the following members.

Properties
  NameDescription
Public propertyAdvancedBlending
Enables advanced blending mode. In this mode, it is possible to configure blending for each channel separately.
Public propertyAdvancedScripting
Whether to enable the advanced shader scripting functionality.
Public propertyAffectAmbientOcclusion
Whether to write the Ambient Occlusion.
Public propertyAffectBaseColor
Whether to write the Base Color.
Public propertyAffectEmissive
Whether to write the Emissive.
Public propertyAffectGeometry
Whether to write the normals, height data.
Public propertyAffectMetallic
Whether to write the Metallic.
Public propertyAffectReflectance
Whether to write the Reflectance.
Public propertyAffectRoughness
Whether to write the Roughness.
Public propertyAmbientOcclusion
Defines how much of the light is accessible to a surface point.
Public propertyAnisotropy
Amount of anisotropy.
Public propertyAnisotropyDirection
Local surface direction. Used by anisotropic materials only.
Public propertyAnisotropyDirectionBasis
The direction basis. Used by anisotropic materials only.
Public propertyAnyData
The user data of the component.
(Inherited from Component.)
Public propertyBaseColor
Diffuse albedo for non-metallic surfaces, and specular color for metallic surfaces.
Public propertyBaseType
Gets the base type of the object.
(Inherited from Component.)
Public propertyBlendMode
Defines how/if the rendered object is blended with the content of the render target.
Public propertyClearCoat
Strength of the clear coat layer.
Public propertyClearCoatNormal
A detail normal used to perturb the clear coat layer using bump mapping (normal mapping).
Public propertyClearCoatRoughness
Perceived smoothness or roughness of the clear coat layer.
Public propertyCloneSupport
Whether the object supports cloning.
(Inherited from Component.)
Public propertyComponents
Gets the collection of the child components.
(Inherited from Component.)
Public propertyCreatedByBaseType
Whether the object is created using a base type.
(Inherited from Component.)
Public propertyCustomParameter1
The parameter is intended to transfer custom data to shader scripts.
Public propertyCustomParameter2
The parameter is intended to transfer custom data to shader scripts.
Public propertyDepthOffset
The depth offset value. Limitation: You can specify the value by means additional block in shader graph, but can't set value in this property.
Public propertyDepthOffsetMode
The depth offset mode gives the ability to change output depth in the fragment shader. Works only for deferred shading.
Public propertyDisplacement
The height offset that is specified by the texture.
Public propertyDisplacementScale
The scale for Displacement.
Public propertyDisplacementTechnique
The way to calculate height displacement. You can use displacement mapping, the data of heights are taken from Displacement property. Tessellation method is another more accurate way to render the displacement.
Public propertyDisplayInEditor
Whether to show the object in the editor.
(Inherited from Component.)
Public propertyDisposed
Whether the object is disposed.
(Inherited from Component.)
Public propertyEditorAutoUpdate
Public propertyEditorDocumentConfiguration
Gets or sets the configuration data of the object's settings in the editor.
(Inherited from Component.)
Public propertyEditorReadOnly
Whether the object is read only in the editor.
(Inherited from Component.)
Public propertyEditorReadOnlyInHierarchy
Whether the object is read-only in the editor with respect to parent objects.
(Inherited from Component.)
Public propertyEmissive
The color and intensity of light emitted from the surface.
Public propertyEnabled
Whether the component is enabled. Any functionality of component is not works when it disabled.
(Inherited from Component.)
Public propertyEnabledInHierarchy
Determines whether the object is attached to a hierarchy of the components and enabled. The object will be enabled only when all parents are enabled, and the property Enabled is enabled.
(Inherited from Component.)
Public propertyEnabledInHierarchyAndIsInstance
Determines when the object is attached to a hierarchy of the components, is enabled and the object if not part of a resource (it is usual object instance). The object will be enabled only when all parents are enabled, and the property Enabled is enabled.
(Inherited from Component.)
Public propertyFragmentCode
The injection to the fragment shader code.
Public propertyFragmentFunctions
Additional functions to the fragment shader code.
Public propertyHierarchyController
Gets the object hierarchy control controller.
(Inherited from Component.)
Public propertyMetallic
Whether a surface appears to be dielectric (0.0) or conductor (1.0). Often used as a binary value (0 or 1).
Public propertyName
The name of the component.
(Inherited from Component.)
Public propertyNetworkID (Inherited from Component.)
Public propertyNetworkIsClient (Inherited from Component.)
Public propertyNetworkIsServer
Whether to work in network server mode. It is false until the scene is not loaded.
(Inherited from Component.)
Public propertyNetworkIsSingle (Inherited from Component.)
Public propertyNetworkIsSingleOrClient (Inherited from Component.)
Public propertyNetworkMode
Whether to enable synchronization of the component between server and clients.
(Inherited from Component.)
Public propertyNetworkModeUsers (Inherited from Component.)
Public propertyNormal
The material normals. This property is intented to be used with normal mapping.
Public propertyOpacity
The opacity of the surface.
Public propertyOpacityDithering
Whether to enable dithering for smooth blending of Masked material.
Public propertyOpacityMaskThreshold
Transparency threshold for Masked mode.
Public propertyParent
Gets the parent object.
(Inherited from Component.)
Public propertyParentRoot
Gets the parent root object.
(Inherited from Component.)
Public propertyPositionOffset
Vertices position offset. Performed in vertex shader.
Public propertyReceiveDecals
Whether it is possible to apply decals on the surface.
Public propertyReceiveShadows
Whether the surface receive shadows from other sources.
Public propertyReflectance
Fresnel reflectance at normal incidence for dielectric surfaces. This directly controls the strength of the reflections.
Public propertyRemoveFromParentQueued
Whether the object is placed in the detach queue from the parent.
(Inherited from Component.)
Public propertyResult
The result provided by the object.
(Inherited from ResultCompileT.)
Public propertyResultCompileUpdateMode
Mode update of the object.
(Inherited from ResultCompileT.)
Public propertyRoughness
Perceived smoothness (1.0) or roughness (0.0) of a surface. Smooth surfaces exhibit sharp reflections.
Public propertySaveSupport
Whether the object supports saving to a file.
(Inherited from Component.)
Public propertyScreenLabel
The displaying mode of an on-screen label of the component in the scene editor.
(Inherited from Component.)
Public propertyShadingModel
The reflection mode of the incoming light.
Public propertySheenColor
Specular tint to create two-tone specular fabrics.
Public propertyShouldRecompile
Whether to update the resulting object data.
(Inherited from ResultCompileT.)
Public propertySoftParticles
Whether to enable a soft particles mode. In this mode, objects increase transparency in those places behind which there is an obstacle nearby. The mode works only for transparent materials.
Public propertySoftParticlesDistance
A minimal distance to an obstacle to activate the soft particles mode.
Public propertyStaticShadows
Whether to allow static shadow optimization for this material.
Public propertySubsurfaceColor
Tint for the diffuse color after scattering and absorption through the material.
Public propertySubsurfacePower
A power parameter for subsurface scattering rendering.
Public propertyTessellationQuality
The quality multiplier of the tessellation.
Public propertyThickness
A thickness factor of the surface for subsurface scattering rendering.
Public propertyTwoSided
Whether the material use double-sided rendering.
Public propertyTwoSidedFlipNormals
Whether the double-sided material must flip normals for back faces rendering.
Public propertyTypeSettingsPrivateObjects
Object settings when used as a type.
(Inherited from Component.)
Public propertyUseVertexColor
Whether to use vertex color for Base Color and Opacity calculation.
Public propertyVertexCode
The injection to the vertex shader code.
Public propertyVertexFunctions
Additional functions to the vertex shader code.
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