Material |
Material determines how objects will be rendered in 3D scene. Material Editor is used to edit materials.
Learn more about material parameters by the link.
Name | Description |
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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. |
Two Sided Flip Normals | Whether the double-sided material must flip normals for back faces rendering. |
Shading Model | The reflection mode of the incoming light. |
Base Color | Diffuse albedo for non-metallic surfaces, and specular color for metallic surfaces. |
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. |
Normal | The material normals. This property is intented to be used with normal mapping. |
Displacement | The height offset that is specified by the texture. |
Displacement Scale | The scale for Displacement. |
Ambient Occlusion | Defines how much of the light is accessible to a surface point. |
Emissive | The color and intensity of light emitted from the surface. |
Opacity | The opacity of the surface. |
Opacity Dithering | Whether to enable dithering for smooth blending of Masked material. |
Opacity Mask Threshold | Transparency threshold for Masked mode. |
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 | A thickness factor of the surface for subsurface scattering rendering. |
Subsurface Power | A power parameter for subsurface scattering rendering. |
Sheen Color | Specular tint to create two-tone specular fabrics. |
Subsurface Color | Tint for the diffuse color after scattering and absorption through the material. |
Position Offset | Vertices position offset. Performed in vertex shader. |
Ray Tracing Reflection | Amount of ray-tracing reflection. Used as option to use screen space or raytracing reflection technique. |
Receive Shadows | Whether the surface receive shadows from other sources. |
Receive Decals | Whether it is possible to apply decals on the surface. |
Use Vertex Color | Whether to use vertex color for Base Color and Opacity calculation. |
Soft Particles | 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. |
Soft Particles Distance | A minimal distance to an obstacle to activate the soft particles mode. |
Depth Offset Mode | The depth offset mode gives the ability to change output depth in the fragment shader. Works only for deferred shading. |
Depth Offset | 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. |
Advanced Blending | Enables advanced blending mode. In this mode, it is possible to configure blending for each channel separately. |
Affect Base Color | Whether to write the Base Color. |
Affect Metallic | Whether to write the Metallic. |
Affect Roughness | Whether to write the Roughness. |
Affect Reflectance | Whether to write the Reflectance. |
Affect Ambient Occlusion | Whether to write the Ambient Occlusion. |
Affect Emissive | Whether to write the Emissive. |
Affect Geometry | Whether to write the normals, height data. |
Advanced Scripting | Whether to enable the advanced shader scripting functionality. |
Vertex Functions | Additional functions to the vertex shader code. |
Vertex Code | The injection to the vertex shader code. |
Fragment Functions | Additional functions to the fragment shader code. |
Fragment Code | The injection to the fragment shader code. |
Custom Parameter1 | The parameter is intended to transfer custom data to shader scripts. |
Custom Parameter2 | The parameter is intended to transfer custom data to shader scripts. |
Configure Textures From Folder | The mode for automatic adjustment textures of a material. The texture files must be in the folder of a material. The mode does not always work, for example, when there are several files suitable for one channel texture. |
Configure Textures From Folder Disabled | The mode for automatic adjustment textures of a material. The texture files must be in the folder of a material. The mode does not always work, for example, when there are several files suitable for one channel texture. |