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Unigine.Materials Class

Interface for managing loaded materials via the code. All materials existing in the project are loaded depending on the current mode and saved on world's saving or on calling the materials_save console command.

See Also#

  • C++ API sample located in the folder <UnigineSDK>/source/samples/Api/Systems/Materials

Materials Class

Enums

LOADING_MODE#

Materials loading mode to be used by the Engine at startup. Enables you to choose between low memory consumption with faster loading time and smooth spikes-free run-time operation.
NameDescription
FAST = 0No caching - minimum memory consumption and maximum Engine loading speed. Сaching for materials and shaders is disabled, so everything is loaded on demand resulting in lots of freezes, spikes, etc. This method can be used when spikes are less important than memory consumption. Recommended for fast iterations during the application development phase as less time is spent on launching your application and loading resources.
FULL_MATERIALS = 1Caching for materials - materials are created at Engine's startup rather than at run time. Engine startup takes more time than for the first mode and more memory is used. There are less spikes in this mode, but they occur sometimes. This mode can be enabled on a constant basis for a small project having a small number of materials (in case of satisfactory performance and sufficient memory amount).
FULL_MATERIALS_SHADERS = 2Caching for materials and shaders - Caching of materials is enabled along with shader cache generation and loading. This mode requires compilation of all shaders resulting in long loading times. Everything is kept in memory with no streaming required. This mode is the best as it ensures stable work and significant reduction of spikes, but takes a lot of memory and increases loading time at startup. Recommended for production phase (when you hand over your application to the end user).This mode is enabled by default, in case of invalid shaders cache in your project both, the Engine and UnigineEditor may take too long to load. Switch mode for faster loading if necessary!

Properties

bool IsPrecompileAllShaders#

A value indicating if shader precompilation is enabled.
set
Enables or disables shader precompilation.
set value - 1 to enable shader precompilation, 0 - to disable it.

int NumMaterials#

The number of materials loaded for the current project.

Materials.LOADING_MODE LoadingMode#

Materials loading mode used by the Engine at startup. Enables you to choose between faster loading time and smooth spikes-free run-time operation.
set
Sets loading mode for materials to be used by the Engine at startup. By default materials loading in UNIGINE is optimized to reduce spikes during run time as much as possible, as they are totally unacceptable for simulators, as well as for a lot of other applications. However, this approach may significantly increase memory consumption and loading time at Engine’s and Editor startup. This may be a problem in case of insufficient memory capacity or when it is necessary to perform a lot of iterations quickly (e.g. development stage). This option enables you to choose between low memory consumption with faster loading time and smooth spikes-free run-time operation.
set value - Materials loading mode to be used by the Engine. One of the LOADING_MODE_* values.

Members


bool IsMaterial ( string name ) #

Checks if there is a material with a given name.

Arguments

  • string name - Material name.

Return value

true if the material exists; otherwise, false.

bool IsMaterial ( UGUID guid ) #

Checks if there is a material with a given GUID.

Arguments

  • UGUID guid - A material GUID.

Return value

true if the material exists; otherwise, false.

Material FindMaterial ( string name ) #

Searches for a material with a given name.

Arguments

  • string name - Material name.

Return value

Material, if found; otherwise, 0.

void ReloadMaterials ( ) #

Reloads all loaded materials.

void DestroyTextures ( ) #

Deletes all textures used by the loaded materials.

bool ReplaceMaterial ( Material material, Material new_material ) #

Replaces the material with the given one.

Arguments

  • Material material - A material to be replaced.
  • Material new_material - A replacing material.

Return value

1 if the material is replaced successfully; otherwise, 0.

Material FindManualMaterial ( string name ) #

Searches for a manual material by the given name.

Arguments

  • string name - A manual material name.

Return value

A manual material instance.

Material FindBaseMaterial ( string name ) #

Searches for a base material by the given name.

Arguments

  • string name - A base material name.

Return value

A base material.

void CompileShaders ( Material[] materials ) #

Compiles shaders for all specified materials.

Arguments

  • Material[] materials - Vector containing the list of materials for which shaders are to be compiled.

void CompileShaders ( ) #

Compiles shaders for all loaded materials.

void CreateShaders ( ) #

Creates all shaders for all loaded materials.

void ReloadShaders ( ) #

Reloads all shaders used by the loaded materials.

void DestroyShaders ( ) #

Deletes all shaders used for the loaded materials.

bool SaveMaterials ( ) #

Saves changes made for all loaded materials.

Return value

true if materials are saved successfully; otherwise, false.

Material GetMaterial ( int num ) #

Returns the material by its number.

Arguments

  • int num - Material number.

Return value

A material.

Material FindMaterialByPath ( string path ) #

Searches for a material stored by the specified path.

Arguments

  • string path - A loading path of the material (including a material's name).

Return value

A material instance.

Material LoadMaterial ( string path ) #

Loads a material stored by the given path. The function can be used to load materials created during application execution or stored outside the data directory.

Arguments

  • string path - A path to the material (including its name).

Return value

A loaded material.

Material FindMaterialByGUID ( UGUID guid ) #

Searches for a material with the given GUID.

Arguments

  • UGUID guid - A material GUID.

Return value

A material instance.

bool IsManualMaterial ( string name ) #

Checks if the material with the given name is the manual one.

Arguments

  • string name - A material name.

Return value

1 if the material is the manual one; otherwise, 0.

bool IsBaseMaterial ( string name ) #

Checks if the material with the given name is the base one.

Arguments

  • string name - A material name.

Return value

1 if the material is the base one; otherwise, 0.

string GetMaterialName ( int num ) #

Returns a name of the material with the given number.

Arguments

  • int num - A material number.

Return value

A material name.

bool RemoveMaterial ( UGUID guid, bool remove_file = 0, bool remove_children = 1 ) #

Deletes a material. If the remove_file flag is enabled, the material file will be deleted as well. If the flag is disabled, the deleted material will be loaded again on the next application start-up. If the remove_children flag is enabled, all the children of the material will be deleted as well.

Arguments

  • UGUID guid - GUID of the material to be removed.
  • bool remove_file - Flag indicating if the material file will be deleted.
  • bool remove_children - Flag indicating if all the children of the material will be also deleted.

Return value

1 if the material is deleted successfully; otherwise, 0.

Material FindMaterialByFileGUID ( UGUID guid ) #

Searches for a material with the given GUID of a material file.

Arguments

  • UGUID guid - A GUID of a material file.

Return value

A material instance.
Last update: 2020-07-31
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