Material Properties |
The Material type exposes the following members.
Name | Description | |
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AdvancedBlending |
Enables advanced blending mode. In this mode, it is possible to configure blending for each channel separately.
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AdvancedScripting |
Whether to enable the advanced shader scripting functionality.
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AffectAmbientOcclusion |
Whether to write the Ambient Occlusion.
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AffectBaseColor |
Whether to write the Base Color.
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AffectEmissive |
Whether to write the Emissive.
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AffectGeometry |
Whether to write the normals, height data.
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AffectMetallic |
Whether to write the Metallic.
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AffectReflectance |
Whether to write the Reflectance.
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AffectRoughness |
Whether to write the Roughness.
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AmbientOcclusion |
Defines how much of the light is accessible to a surface point.
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Anisotropy |
Amount of anisotropy.
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AnisotropyDirection |
Local surface direction. Used by anisotropic materials only.
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AnisotropyDirectionBasis |
The direction basis. Used by anisotropic materials only.
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AnyData |
The user data of the component.
(Inherited from Component.) | |
BaseColor |
Diffuse albedo for non-metallic surfaces, and specular color for metallic surfaces.
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BaseType |
Gets the base type of the object.
(Inherited from Component.) | |
BlendMode |
Defines how/if the rendered object is blended with the content of the render target.
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ClearCoat |
Strength of the clear coat layer.
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ClearCoatNormal |
A detail normal used to perturb the clear coat layer using bump mapping (normal mapping).
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ClearCoatRoughness |
Perceived smoothness or roughness of the clear coat layer.
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CloneSupport |
Whether the object supports cloning.
(Inherited from Component.) | |
Components |
Gets the collection of the child components.
(Inherited from Component.) | |
CreatedByBaseType |
Whether the object is created using a base type.
(Inherited from Component.) | |
CustomParameter1 |
The parameter is intended to transfer custom data to shader scripts.
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CustomParameter2 |
The parameter is intended to transfer custom data to shader scripts.
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DepthOffset |
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.
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DepthOffsetMode |
The depth offset mode gives the ability to change output depth in the fragment shader. Works only for deferred shading.
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Displacement |
The height offset that is specified by the texture.
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DisplacementScale |
The scale for Displacement.
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DisplacementTechnique |
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.
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DisplayInEditor |
Whether to show the object in the editor.
(Inherited from Component.) | |
Disposed |
Whether the object is disposed.
(Inherited from Component.) | |
EditorAutoUpdate | ||
EditorDocumentConfiguration |
Gets or sets the configuration data of the object's settings in the editor.
(Inherited from Component.) | |
EditorReadOnly |
Whether the object is read only in the editor.
(Inherited from Component.) | |
EditorReadOnlyInHierarchy |
Whether the object is read-only in the editor with respect to parent objects.
(Inherited from Component.) | |
Emissive |
The color and intensity of light emitted from the surface.
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Enabled |
Whether the component is enabled. Any functionality of component is not works when it disabled.
(Inherited from Component.) | |
EnabledInHierarchy |
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.) | |
EnabledInHierarchyAndIsInstance |
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.) | |
FragmentCode |
The injection to the fragment shader code.
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FragmentFunctions |
Additional functions to the fragment shader code.
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HierarchyController |
Gets the object hierarchy control controller.
(Inherited from Component.) | |
Metallic |
Whether a surface appears to be dielectric (0.0) or conductor (1.0). Often used as a binary value (0 or 1).
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Name |
The name of the component.
(Inherited from Component.) | |
NetworkID | (Inherited from Component.) | |
NetworkIsClient | (Inherited from Component.) | |
NetworkIsServer |
Whether to work in network server mode. It is false until the scene is not loaded.
(Inherited from Component.) | |
NetworkIsSingle | (Inherited from Component.) | |
NetworkIsSingleOrClient | (Inherited from Component.) | |
NetworkMode |
Whether to enable synchronization of the component between server and clients.
(Inherited from Component.) | |
NetworkModeUsers | (Inherited from Component.) | |
Normal |
The material normals. This property is intented to be used with normal mapping.
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Opacity |
The opacity of the surface.
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OpacityDithering |
Whether to enable dithering for smooth blending of Masked material.
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OpacityMaskThreshold |
Transparency threshold for Masked mode.
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Parent |
Gets the parent object.
(Inherited from Component.) | |
ParentRoot |
Gets the parent root object.
(Inherited from Component.) | |
PositionOffset |
Vertices position offset. Performed in vertex shader.
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ReceiveDecals |
Whether it is possible to apply decals on the surface.
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ReceiveShadows |
Whether the surface receive shadows from other sources.
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Reflectance |
Fresnel reflectance at normal incidence for dielectric surfaces. This directly controls the strength of the reflections.
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RemoveFromParentQueued |
Whether the object is placed in the detach queue from the parent.
(Inherited from Component.) | |
Result |
The result provided by the object.
(Inherited from ResultCompileT.) | |
ResultCompileUpdateMode |
Mode update of the object.
(Inherited from ResultCompileT.) | |
Roughness |
Perceived smoothness (1.0) or roughness (0.0) of a surface. Smooth surfaces exhibit sharp reflections.
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SaveSupport |
Whether the object supports saving to a file.
(Inherited from Component.) | |
ScreenLabel |
The displaying mode of an on-screen label of the component in the scene editor.
(Inherited from Component.) | |
ShadingModel |
The reflection mode of the incoming light.
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SheenColor |
Specular tint to create two-tone specular fabrics.
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ShouldRecompile |
Whether to update the resulting object data.
(Inherited from ResultCompileT.) | |
SoftParticles |
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.
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SoftParticlesDistance |
A minimal distance to an obstacle to activate the soft particles mode.
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StaticShadows |
Whether to allow static shadow optimization for this material.
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SubsurfaceColor |
Tint for the diffuse color after scattering and absorption through the material.
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SubsurfacePower |
A power parameter for subsurface scattering rendering.
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TessellationQuality |
The quality multiplier of the tessellation.
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Thickness |
A thickness factor of the surface for subsurface scattering rendering.
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TwoSided |
Whether the material use double-sided rendering.
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TwoSidedFlipNormals |
Whether the double-sided material must flip normals for back faces rendering.
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TypeSettingsPrivateObjects |
Object settings when used as a type.
(Inherited from Component.) | |
UseVertexColor |
Whether to use vertex color for Base Color and Opacity calculation.
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VertexCode |
The injection to the vertex shader code.
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VertexFunctions |
Additional functions to the vertex shader code.
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