shown in other instead.
Setting Up Materials
The multi-purpose Parameters window provides access to all available parameters of the selected material.
As well as for nodes, UnigineEditor allows multi-selection editing for materials. Select several materials in the Materials Hierarchy window and tweak the required settings. For example, you can specify transparency options for several materials at once and then adjust other settings of each particular material (e.g., specify albedo color, roughness, transparency multiplier and so on).
The selected user materials inherited from the different base materials can also be edited: only settings that are common for all the selected materials will be visible in the Parameters window.
Preview Panel and Material Name#
The selected material is shown as applied to a sphere in the Preview Panel. You can rotate the sphere with a mouse, holding the left button pressed, and scale it with the mouse wheel.
The selected material is also previewed in the Asset Browser.
A name of the selected material is displayed to the left of the Preview Panel. It is editable, so you can rename the material.
The Common tab contains common material settings. These settings are the same for almost all materials except the water_global_base and water_mesh_base ones.
This section contains transparency settings:
This section contains common material options:
|Rendering Order||Sort order used when rendering transparent objects (objects that are assigned materials with the Alpha Blend, Additive, and Multiplicative presets). Objects with the lowest order numbers are rendered first, and objects with the highest order numbers are rendered last.|
|Polygon Offset||Polygon offset level used for the material. This parameter is used to eliminate z-fighting for distant objects in cases of insufficient depth buffer resolution.|
|Shadow Mask||A shadow mask of the material. A surface, having this material assigned, casts shadows from a light source, if its surface and material shadow masks match the light mask of a light source (one bit at least).|
|Viewport Mask||A viewport mask of the material. A surface, having this material assigned, is rendered into a viewport, if its surface and material viewport masks match the viewport mask of the camera (one bit at least).|
|Two Sided||Render polygons, to which the material is applied, two times per lighting pass. The option should be disabled to gain performance, if there is no need to render both sides of the polygons.|
|Depth Test||Toggle depth testing for the material on and off. This can be used to make the object visible, when occluded by other objects (e.g. a character behind a wall).|
|Cast Proj and Omni Shadow||Render polygons, to which the material is applied, casting shadows from omni and projected light sources.|
|Cast World Shadow||Render polygons, to which the material is applied, casting shadows from world light sources.|
The States tab contains a set of flags that are used for a shader corresponding to the material.
A set of states can differ depending on the base material. States define a set of textures and parameters of the material. Detailed descriptions of states for each particular material are available in the corresponding article of the Built-In Base Materials section.
The Textures tab contains paths to textures used by the material.
A set of textures can differ depending on the base material and the states enabled for the selected material. Detailed descriptions of textures for each particular material are available in the corresponding article of the Built-In Base Materials section.
The Parameters tab contains parameters associated with the available states.
A set of parameters can differ depending on the base material and states enabled for the selected material. Detailed description of parameters for each particular material is available in the corresponding article of the Built-In Base Materials section.