This page has been translated automatically.
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
Extending Editor Functionality
FAQ
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
Rendering-Related Classes
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

User Material File Format

Material File Structure#

A user material is a *.mat ("User Material") text file that overrides properties of the base material.

Notice
Options, states, textures and parameters are presented in the *.mat file only if they are overridden.
The user material is adjusted in the Parameters window. If required, the *.mat text file can be edited manually.

The *.mat file is created, when the user material is inherited from the base or another user material. The new material is created in the same directory as the parent one.

Notice
When inheriting from the base material, by default, the user material is created in the data folder of the project.

The *.mat file is based on the *.xml file type and shares all its methods.

As well as for the base material, the *.mat file is based on 3 entities:

  • Element. A component that may contain attributes, other elements, some content etc.
  • Attribute. A component placed inside the element tag containing the specified value.
  • Value. A component specifying the value of the attribute.

The syntax is the following:

XML Code
<parent_element attribute="value">
 <child_element_1/>
 <child_element_2>content</child_element_2>
</parent_element>

All of the *.mat file elements, attributes and values are listed below.

Material Element#

A <material/> element defines a user material with the given properties.

It can have the attributes listed below.

version#

A version of the *.mat file.

name#

The unique name of the material. For manual materials, the name is used as identifier for the material: by using it, the material's GUID is generated in run-time.

guid#

The GUID of the user material. For manual materials, the name is used instead of the GUID.

parent#

a GUID of a parent material.

parent_name#

A name of a parent material. The attribute is used when the parent material is the manual user material.

base_material#

The name of a base material. The base material will be used as the parent one if the parent material isn't loaded.

If the parent has another base material, it will be changed to the specified one.

editable#

A flag, indicating if settings of the material can be changed in the Parameters window or via API.

Notice
If you set the flag for a manual material, you still won't be able to save changes made to the material via UnigineEditor.

Available values:

  • 0 - unchangeable
  • 1 - changeable (by default)

hidden#

A flag, indicating if a material is displayed in the Materials Hierarchy.

Available values:

  • 0 - displayed (by default)
  • 1  -  hidden

manual#

A flag, indicating if a material is manual: created or edited manually, not via UnigineEditor.

Notice
If the attribute isn't specified, the custom user material won't be loaded as it will be treated as the user material without a GUID.

Available values:

  • 0 - manual (by default)
  • 1  -  not manual

Usage Example#

For example, the displayed unchangeable material named user_material_0 and inherited from the mesh_base_0 user material will be as follows:

Source code (XML)
<material version="2.7.3.0" name="user_material_0" parent="3e7f5c9535777e15966cb5f915d25b62620b2bef" base_material="mesh_base" editable="0">
...
</material>

Blend Element#

A <blend/> element allows you to override a value of a parent material's blending option.

It can have the attributes listed below.

src and dest

A polygon color (source image) and a screen buffer color (destination image) multipliers.

Available values for both attributes:

  • none - blending is not used.
  • zero - RGBA components of the source/destination image color are multiplied by zero.
  • one - RGBA components of the source/destination image color are multiplied by one.
  • src_color - RGBA components of the source/destination image color are multiplied by the mR, mG, mB, mA components (per component).
  • one_minus_src_color - RGBA components of the source/destination image color are multiplied by the 1 -  mR , 1 -  mG , 1 -  mB , 1 -  mA components (per component).
  • src_alpha - RGBA components of the source/destination image color are multiplied by the mA component.
  • one_minus_src_alpha - RGBA components of the source/destination image color are multiplied by the 1 -  mA component.
  • dest_color - RGBA components of the source/destination image color are multiplied by the bR, bG, bB, bA components (per component).
  • one_minus_dest_color - RGBA components of the source/destination image color are multiplied by the 1 -  bR , 1 -  bG , 1 -  bB , 1 -  bA components (per component).
  • dest_alpha - RGBA components of the source/destination image color are multiplied by the bA component.
  • one_minus_dest_alpha - RGBA components of the source/destination image color are multiplied by the 1 -  bA component.

    Where mR, mG, mB, mA are normalized Red, Blue, Green and Alpha material image channels;
    bR, bG, bB, bA are normalized Red, Blue, Green and Alpha background image channels.

Usage Example

For example, the user material that has the opaque areas receiving a material color and transparent areas receiving a screen buffer color will have the following element:

Source code (XML)
<blend src="one" dest="one_minus_src_alpha"/>

Material Settings

In the Parameters window, the blending option value can be set in the Transparency group of the Common tab.

Options Element#

An <options/> element stores the overridden value of the parent material's option.

order

Rendering order of the material. Specifies the priority of the material rendering inside the group.

Available values:

  • -128 - 127. The default value is 0. The higher the rendering order, the lower the rendering priority (the material with the -128 order will be rendered first).

offset

Polygon offset of the material. Can be useful to prevent a Z-fighting effect.

Available values:

  • 0 - 1024 (powers of 2). The default value is 0.

shadow_mask

A shadow mask used to control shadows cast by an object lit by light sources.

Available values:

  • Integer, representing a mask. The default value is ~0.

viewport_mask

A viewport mask.

Available values:

  • Integer, representing a mask. The default value is ~0.

transparent

A flag indicating whether the material is transparent.

Available values:

  • 0 - the material is opaque
  • 1 - the Alpha test blending preset.
  • 2 - the Alpha blend, Additive, Multiplicative or Custom blending preset.

depth_mask

A flag indicating if writing in the depth buffer is enabled for a material.

Available values:

  • 0 - not used
  • 1 - used (by default)

depth_pre_pass

A flag indicating if the native depth pre-pass is performed for a material.

Available values:

  • 0 - is performed
  • 1 - not performed

overlap

A flag indicating if an Overlap option is enabled for a material.

Available values:

  • 0 - disabled (by default)
  • 1 - enabled

two_sided#

A flag indicating if a Two Sided option is enabled for a material.

Available values:

  • 0 - disabled (by default)
  • 1 - enabled

depth_test

A flag indicating if a Depth Test option is enabled for a material.

Available values:

  • 0 - disabled
  • 1 - enabled (by default)

cast_shadow

A flag indicating if a Cast Proj and Omni Shadow option is enabled for a material.

Available values:

  • 0 - disabled
  • 1 - enabled (by default)

cast_world_shadow

A flag indicating if a Cast World Shadow option is enabled for a material.

Available values:

  • 0 - disabled
  • 1 - enabled (by default)

Usage Example

For example, if you enable the Alpha test and Two sided options, the following is written into the *.mat file:

Source code (XML)
<options alpha_test="1" two_sided="1"/>

Material Settings

In the Parameters window, a common option value can be set on the Common tab.

State Element#

A <state/> element stores the overridden value of the parent material's state (a mode of a rendering pass or a value of a rendering option).

name#

Name of the state.

Usage Example#

For example, if you set the Ambient occlusion state, the following string will be written into the *.mat file:

Source code (XML)
<state name="ao_map">1</state>

Texture Element#

A <texture/> element stores the overriddden path to the texture of the parent material.

name#

Texture name.

wrap#

A texture wrapping methods.

Available values:

  • clamp - a texture is clamped along all axes
  • clamp_x - a texture is clamped along X-axis
  • clamp_y - a texture is clamped along Y-axis
  • clamp_z - a texture is clamped along Z-axis
  • border - a texture is bordered along all axes
  • border_x - a texture is bordered along X-axis
  • border_y - a texture is bordered along Y-axis
  • border_z - a texture is bordered along Z-axis
  • repeat - no wrap, a texture is tiled along all axes. This value can be used, for example, when a base material's texture is bordered, and the child material's texture shouldn't.

anisotropy#

A flag, indicating if the anisotropy for the texture is enabled.

Available values:

  • 0  -  enabled (by default)
  • 1  -  disabled

filter#

A type of the texture filtering.

Available values:

  • point   - point  
  • linear   - linear  
  • bilinear   - bilinear  

Usage Example

For example, if you change the path to the Albedo texture, the following will be written into the *.mat file:

Source code (XML)
<texture name="albedo" anisotropy="0">unigine_project/textures/ground_dirt_alb.dds</texture>

Parameter Element#

A <parameter/> element stores the overridden value of the parent material's parameter.

name#

Name of the parameter.

Usage Example#

If you override the Albedo color and Metalness parameters of the material, inherited from the mesh_base, the following will be written into the *.mat file:

Source code (XML)
<parameter name="albedo_color">0.501960814 0 0 1</parameter>
<parameter name="metalness">0.76700002</parameter>
Last update: 2019-12-25
Build: ()