Material editor is designed for materials customization. When used for 3D objects, materials determine how these objects will interact with lighting.
New material can be created as a separate resource or inside existing object. Read more about creating resources. When creating a material, one needs to specify various parameters that will be described below.
By default, when material is created, a new Shader graph nested component is added. This component is a Flow Graph, and designed for setting up textures of material, and specifying how do those mix up. On the screenshot below, two tabs are opened in the MyMaterial.material document. The first one ('Root object') - is material object, second (Shader graph) is a Flow Graph.
To edit material parameters, one needs to click on the material node title.
|Blend Mode||Defines how/if the rendered object is blended with the content of the render target.|
|Two Sided||Whether the material use double-sided rendering.|
|Position Offset||Vertices position offset. Performed in vertex shader.|
|Shading Model||The reflection mode of the incoming light.|
|Normal||The material normals. This property is intented to be used with normal mapping.|
|Base Color||Diffuse albedo for non-metallic surfaces, and specular color for metallic surfaces.|
|Opacity||The opacity of the surface.|
|Opacity Mask Threshold||Transparency threshold for Masked mode.|
|Metallic||Whether a surface appears to be dielectric (0.0) or conductor (1.0). Often used as a binary value (0 or 1).|
|Roughness||Perceived smoothness (1.0) or roughness (0.0) of a surface. Smooth surfaces exhibit sharp reflections.|
|Reflectance||Fresnel reflectance at normal incidence for dielectric surfaces. This directly controls the strength of the reflections.|
|Clear Coat||Strength of the clear coat layer.|
|Clear Coat Roughness||Perceived smoothness or roughness of the clear coat layer.|
|Clear Coat Normal||A detail normal used to perturb the clear coat layer using bump mapping (normal mapping).|
|Anisotropy||Amount of anisotropy.|
|Anisotropy Direction||Local surface direction. Used by anisotropic materials only.|
|Anisotropy Direction Basis||The direction basis. Used by anisotropic materials only.|
|Thickness||Object thickness. Used for subsurface scattering only.|
|Subsurface Power||Amount of subsurface scattering.|
|Sheen Color||Specular tint to create two-tone specular fabrics.|
|Subsurface Color||Tint for the diffuse color after scattering and absorption through the material.|
|Shininess||The shininess of material.|
|Ambient Occlusion||Defines how much of the light is accessible to a surface point.|
|Ray Tracing Reflection||Amount of ray-tracing reflection. Used for screen space reflection.|
|Receive Shadows||Whether the surface receive shadows from other sources.|
|Emissive||The color and intensity of light emitted from the surface.|
In order to bind a texture to specific material parameter, one needs to do two things. First one should find texture in resources, and drag it to graph editor. As a result, texture will appear as a node of the graph.
Second, one should connect RGBA channel of a texture to a Base Color of material
Material can be assigned to different types of objects. In this section it is described how to assign material to a 3D model in the scene.
If you haven't saved your material yet, now is the time to do this. One can save document by clicking Save button or by pressing Ctrl+S.
In order to assign material, one needs to pick material in Resources window, then drag & drop material on 3D model.