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.Properties
bool PrecompileAllShaders#
The A value indicating if shader precompilation is enabled.
int NumMaterials#
The number of materials loaded for the current project.
Materials.LOADING_MODE LoadingMode#
The Materials loading mode used by the Engine at startup. Enables you to choose between faster loading time and smooth spikes-free run-time operation.
Members
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.bool IsMaterialGUID ( UGUID guid ) #
Returns a value indicating if a material with the specified GUID exists.Arguments
Return value
true if the material with the specified GUID exists; otherwise, false.Material GetMaterial ( int num ) #
Returns the material by its number.Arguments
- int num - Material number.
Return value
A material.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 FindMaterialByGUID ( UGUID guid ) #
Searches for a material with the given GUID.Arguments
Return value
A material instance.Material FindMaterialByFileGUID ( UGUID guid ) #
Searches for a material with the given GUID of a material file.Arguments
Return value
A material instance.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.void SetCachedMaterial ( Material mat ) #
Arguments
- Material mat
Material GetCachedMaterial ( ) #
void SetCachedState ( string name, int value ) #
Arguments
- string name
- int value
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.bool ReplaceMaterial ( Material material, Material new_material ) #
Replaces the material with the given one.Arguments
Return value
1 if the material is replaced successfully; otherwise, 0.bool SaveMaterials ( ) #
Saves changes made for all loaded materials.Return value
true if materials are saved successfully; otherwise, false.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 ReloadMaterials ( ) #
Reloads all loaded materials.void DestroyShaders ( ) #
Deletes all shaders used for the loaded materials.void DestroyTextures ( ) #
Deletes all textures used by the loaded materials.void CreateShaders ( ) #
Creates all shaders for all loaded materials.Last update:
2022-10-10
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