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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 propertyIsResource
(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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