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Unigine.Material Class

This class is used to create materials that are assigned to each node (or each surface of the object) and define what the nodes look like. Materials implement the shaders and control what options, states, parameters and textures are used to render the node during the rendering passes.

The materials are referenced via GUID. Only the manual materials can be referenced via name.

The material name (taken from the file name) defines how the material is displayed in Materials Editor (the materials hierarchy, the nodes surface editor).

Namespaces#


Materials can be separated into different namespaces to avoid the engine and the user materials name collision. Default engine and editor materials have their own namespaces (Unigine and Editor respectively). For example, Unigine::mesh_base or Editor::brush_draw_post.

You can create custom namespaces for your materials. The Material::getNamespaceName() method returns the namespace of a material, if it has been assigned to any.

Getting Parameter And Texture Names#

Internal names of the material's textures and parameters are displayed in UnigineEditor tooltips, clicking on the name of the parameter/texture (LMB, once) copies an internal name for it to the clipboard, which allows to easily paste it to the code.

Usage Examples#

Changing Textures#

The first example describes how to inherit a material from a base one, change the material texture, and set texture flags for it. We inherit a new material my_mesh_base_0.mat from the mesh_base material, assign it to the default material ball object, change its albedo texture, and set the SAMPLER_FILTER_POINT flag for it.

Create a new component and add the following code into it:

Source code (C#)
// material to be inherited from mesh_base and customized
	Material m;
void Init()
{

	// finding the mesh_base material from the Unigine namespace
        Material mesh_base = Materials.FindManualMaterial("Unigine::mesh_base");
	if(mesh_base){
		// inherit a new material from the mesh_base
		m = mesh_base.Inherit();
            // get the number of the albedo texture of the inherited material
            int num = m.FindTexture("albedo");

            // check if our material is editable and perform modifications
            if (m.IsEditable)
            {
                Log.Message("Material ({0}) is editable.\n", m.FilePath);

                // change albedo texture of the material to core/textures/common/checker_d.texture
                m.SetTexturePath(num, "core/textures/common/checker_d.texture");

                // get current flags, check if point filtering is enabled and display the result in the console
                int flags = m.GetTextureSamplerFlags(num);
                Log.Message("Flags for {0} texture ({1}):{2} \n", m.GetTextureName(num), num, flags);
                Log.Message("FILTER_POINT {0}\n", (flags & Texture.SAMPLER_FILTER_POINT) != 0 ? "enabled" : "disabled");

                // set the FILTER_POINT flag
                m.SetTextureSamplerFlags(num, Texture.SAMPLER_FILTER_POINT);

                // get the flags, check if point filtering is enabled and display the result in the console
                int flagsSet = m.GetTextureSamplerFlags(num);
                Log.Message("Flags for {0} texture ({1}):{2} \n", m.GetTextureName(num), num, flagsSet);
                Log.Message("FILTER_POINT {0}\n", (flagsSet & Texture.SAMPLER_FILTER_POINT) != 0 ? "enabled" : "disabled");
            }

            // saving the material asset to the specified path if it doesn't exist yet
            if (!Materials.FindMaterialByPath("materials/my_mesh_base_0.mat")) 
                m.CreateMaterialFile("materials/my_mesh_base_0.mat");

            // assigning the my_mesh_base_0 material to the node if it is an object
            if(node.IsObject)
                (node as Unigine.Object).SetMaterialFilePath("materials/my_mesh_base_0.mat", "*");
            else
                Log.Message("The node is not an object.\n");
	}
}

Assign this component to the template_buildings node of the default project template, save the world, and click the Play button.

As a result you'll see that the albedo texture of the template_buildings object has changed and the following text is displayed in the console:

Output
Material (guid://4dfec30f491f753f6e89094db6d3d695e89f9d6f) is editable.
Flags for albedo texture (1):524288000
FILTER_POINT disabled
Flags for albedo texture (1):1048576
FILTER_POINT enabled

Changing States and Parameters#

The second example illustrates how to inherit a material from the mesh_base and change two parameters affecting the look of reflections.

Create a new component and add the following code into it:

Source code (C#)
void Init()
{

	// finding the mesh_base material
	Material mesh_base = Materials.FindManualMaterial("Unigine::mesh_base");

	// inherit a new material from it 
	Material reflector_material = mesh_base.Inherit();

	// set metallness and roughness parameters to make the surface look like a mirror
	// by the name of the parameter
	reflector_material.SetParameterFloat("metalness", 1.0f);
	
	// or by its id, which is the same
	reflector_material.SetParameterFloat(reflector_material.FindParameter("roughness"), 0.0f);

	// save the material asset to planar_reflector.mat file in the data project folder
	reflector_material.CreateMaterialFile("planar_reflector.mat");

	
	// assign new reflecting material to the object
	if(node.IsObject)
		(node as Unigine.Object).SetMaterial(reflector_material, "*");
	else
		Log.Message("The node is not an object.\n");
}

Assign this component to the template_buildings node of the default project template, save the world, and click the Play button to see the result.

Material Class

Enums

WIDGET#

NameDescription
EDIT_INT = 0Text widget enabling you to set an integer value.
EDIT_INT2 = 1Text widget enabling you to set 2 integer values.
EDIT_INT3 = 2Text widget enabling you to set 3 integer values.
EDIT_INT4 = 3Text widget enabling you to set 4 integer values.
EDIT_FLOAT = 4Text widget enabling you to set a float or integer value.
EDIT_FLOAT2 = 5Text widget enabling you to set 2 float or integer values.
EDIT_FLOAT3 = 6Text widget enabling you to set 3 float or integer values.
EDIT_FLOAT4 = 7Text widget enabling you to set 4 float or integer values.
TOGGLE = 8Button widget allowing you to enable or disable a certain state.
COMBOBOX = 9ComboBox widget enabling you to select a texture out of available ones.
TEXTURE_ASSET = 10Texture asset widget enabling you to specify a texture.
TEXTURE_RAMP = 11Ramp asset widget enabling you to specify and adjust a 2D Ramp via the dedicated Curve Editor.
ACCORDION = 12Accordion widget enabling you to expand or collapse a set of widgets it contains.
SLIDER = 13Slider widget enabling you to specify and adjust a float or integer value.
COLOR = 14Color widget enabling you to specify a color via a color picker dialog.
UV = 15UV texture asset widget enabling you to specify a UV texture.
MASK24 = 1624-bit mask widget.
MASK32 = 1732-bit mask widget.

DATA_TYPE#

NameDescription
OPTION = 0Material option.
STATE = 1Material state. States are flags that are used for a shader corresponding to the material. States define a set of textures and parameters of the material.
PARAMETER = 2Material parameter.
TEXTURE = 3Material texture.
GROUP = 4Material group.

Properties

bool IsEmpty#

The A value indicating if an empty shader is used as a vertex shader in the current material.

bool IsFileEngine#

The value indicating if the material is a core Engine or UnigineEditor material (i.e. required for Engine/Editor operation). Such materials are stored in the core, editor and editor2 folders/packages.
Notice
It is not recommended to delete files of non-core materials (e.g., created by plugins or otherwise) at run-time, as this may affect materials caching and result in a crash.

bool IsAutoSave#

The A value indicating if the material can be saved automatically (automatic material saving is performed, for example, on world's saving). The function will return 0 in the following cases:

bool IsManual#

The A value indicating if the current material is manual.

bool IsInternal#

The A value indicating if the current material is internal.

bool IsReflection2D#

The A value indicating if the material has a 2d reflection texture.

bool IsBrush#

The A value indicating if the material is used for brushes (*.brush or *.basebrush file extension).

bool IsBase#

The A value indicating if the material is the base one.

bool IsHidden#

The A value indicating if the material is hidden.

bool IsEditable#

The A value indicating if the material can be edited.

int ViewportMask#

The current bit mask for rendering into the viewport. the material is rendered, if its mask matches the player's one.

bool TwoSided#

The A value indicating if the material is two-sided.

bool IsAlphaTest#

The A value indicating if the material has an alpha test option enabled.

bool IsForward#

The A value indicating if the material is rendered in the forward pass.

bool IsDeferred#

The A value indicating if the material is rendered in the deferred pass.

bool IsWater#

The A value indicating if the material is rendered in the water pass.

int Transparent#

The A value indicating the transparency type of the material.

int NumTextures#

The number of textures used by the material.

int NumStates#

The number of material's states.

int NumParameters#

The number of material's parameters.

string FilePath#

The path to the current material file.

string FileGUID#

The GUID of the current material file.

UGUID GUID#

The GUID of the material.

int NumChildren#

The number of child materials.

Material BaseMaterial#

The base material of the current material.

int Order#

The rendering order of materials.

bool Overlap#

The A value indicating if the overlap option is enabled for the material. this option enables rendering the material over the final image and can be used for ui elements.

bool DepthTest#

The A value indicating if depth testing is enabled for the material. this option can be used to render certain objects, that are behind other ones.

int ShadowMask#

The A shadow mask of the material.

For the shadow to be rendered for a light source from an object's surface having this material assigned, this mask must match the following ones (one bit, at least):

bool CastWorldShadow#

The Value indicating if an object with the material applied casts shadows from the world light.

bool CastShadow#

The Value indicating if an object with the material applied casts shadows.

bool IsPreviewHidden#

The true if preview in the UnigineEditor is disabled for the material; otherwise, false.

bool IsLegacy#

The true if the material is a legacy one; otherwise, false.

int BlendSrcFunc#

The source blending function.

int BlendDestFunc#

The destination blending function.

Material Parent#

The parent material.

int NumUIItems#

The number of UI items. UI items represent material parameters, options, states, textures, and groups in UnigineEditor.

string ManualName#

The Manual material name.

string NamespaceName#

The Material namespace.

Members


Material ( ) #

Constructor. Creates a new material instance.

Material GetChild ( int num ) #

Returns a child material with a given number.

Arguments

  • int num - Child material number.

Return value

The child material smart pointer.

bool IsParameterExpressionEnabled ( int num ) #

Returns a value indicating if the value of the specified material parameter is represented by an expression in UnigineScript. Values of certain parameters can be calculated by an arbitrary expression, written in UnigineScript. .

Arguments

Return value

true if the value of the specified material parameter is represented by an expression in UnigineScript; otherwise, false.

void SetParameterExpressionEnabled ( int num, bool enabled ) #

Sets a value indicating if the value of the specified material parameter is represented by an expression in UnigineScript. Values of certain parameters can be calculated by an arbitrary expression, written in UnigineScript. .

Arguments

  • int num - Parameter number in the range from 0 to the total number of parameters.
  • bool enabled - true to enable setting the values of the specified material parameter by an expression in UnigineScript; false - to disable.

bool IsParameterOverridden ( int num ) #

Returns a value indicating if a given parameter is overridden.

Arguments

Return value

true if the given parameter is overridden; otherwise, false.

bool IsParameterInt ( int num ) #

Returns a value indicating if the parameter with the specified number is an integer-type parameter.

Arguments

Return value

true if the parameter with the specified number is an integer-type parameter; otherwise, false.

bool IsParameterFloat ( int num ) #

Returns a value indicating if the parameter with the specified number is a float-type parameter.

Arguments

Return value

true if the parameter with the specified number is an float-type parameter; otherwise, false.

float GetParameterFloat ( string name ) #

Returns a value of a float parameter with the specified name.

Arguments

Return value

Float parameter value.

vec2 GetParameterFloat2 ( string name ) #

Returns a value of a FLOAT2 parameter with the specified name.

Arguments

Return value

Parameter value as a vec2 vector.

vec3 GetParameterFloat3 ( string name ) #

Returns a value of a FLOAT3 parameter with the specified name.

Arguments

Return value

Parameter value as a vec3 vector.

vec4 GetParameterFloat4 ( string name ) #

Returns a value of a FLOAT4 parameter with the specified name.

Arguments

Return value

Parameter value as a vec4 vector.

int GetParameterInt ( string name ) #

Returns a value of an integer parameter with the specified name.

Arguments

Return value

Integer parameter value.

ivec2 GetParameterInt2 ( string name ) #

Returns a value of a INT2 parameter with the specified name.

Arguments

Return value

Parameter value as an ivec2 vector.

ivec3 GetParameterInt3 ( string name ) #

Returns a value of a INT3 parameter with the specified name.

Arguments

Return value

Parameter value as an ivec3 vector.

ivec4 GetParameterInt4 ( string name ) #

Returns a value of a INT4 parameter with the specified name.

Arguments

Return value

Parameter value as an ivec4 vector.

int GetParameterArraySize ( int num ) #

Returns the number of elements in the array parameter with the specified number.

Arguments

Return value

Number of elements of the specified array parameter.

bool IsParameterArray ( int num ) #

Returns a value indicating if the parameter with the specified number is an array-type parameter, i.e., one of the following:

Arguments

Return value

true if the parameter is an array-type parameter; otherwise, false.

void GetParameterArray ( int num, float[] OUT_values ) #

Returns a value of the array parameter (type: PARAMETER_ARRAY_FLOAT) with the specified number and puts it to the specified buffer array.

Arguments

  • int num - Parameter number in the range from 0 to the total number of parameters.
  • float[] OUT_values - Buffer array to store parameter values.
    Notice
    This output buffer is to be filled by the Engine as a result of executing the method.

void SetParameterArray ( int num, float[] values ) #

Sets a value of the array parameter (type: PARAMETER_ARRAY_FLOAT) with the specified number using the specified array.

Arguments

void GetParameterArray ( int num, vec2[] OUT_values ) #

Returns a value of the array parameter (type: PARAMETER_ARRAY_FLOAT2) with the specified number and puts it to the specified buffer array.

Arguments

  • int num - Parameter number in the range from 0 to the total number of parameters.
  • vec2[] OUT_values - Buffer array to store parameter values.
    Notice
    This output buffer is to be filled by the Engine as a result of executing the method.

void SetParameterArray ( int num, vec2[] values ) #

Sets a value of the array parameter (type: PARAMETER_ARRAY_FLOAT2) with the specified number using the specified array.

Arguments

void GetParameterArray ( int num, vec4[] OUT_values ) #

Returns a value of the array parameter (type: PARAMETER_ARRAY_FLOAT4) with the specified number and puts it to the specified buffer array.

Arguments

  • int num - Parameter number in the range from 0 to the total number of parameters.
  • vec4[] OUT_values - Buffer array to store parameter values.
    Notice
    This output buffer is to be filled by the Engine as a result of executing the method.

void SetParameterArray ( int num, vec4[] values ) #

Sets a value of the array parameter (type: PARAMETER_ARRAY_FLOAT4) with the specified number using the specified array.

Arguments

void GetParameterArray ( int num, int[] OUT_values ) #

Returns a value of the array parameter (type: PARAMETER_ARRAY_INT) with the specified number and puts it to the specified buffer array.

Arguments

  • int num - Parameter number in the range from 0 to the total number of parameters.
  • int[] OUT_values - Buffer array to store parameter values.
    Notice
    This output buffer is to be filled by the Engine as a result of executing the method.

void SetParameterArray ( int num, int[] values ) #

Sets a value of the array parameter (type: PARAMETER_ARRAY_INT) with the specified number using the specified array.

Arguments

void GetParameterArray ( int num, ivec2[] OUT_values ) #

Returns a value of the array parameter (type: PARAMETER_ARRAY_INT2) with the specified number and puts it to the specified buffer array.

Arguments

  • int num - Parameter number in the range from 0 to the total number of parameters.
  • ivec2[] OUT_values - Buffer array to store parameter values.
    Notice
    This output buffer is to be filled by the Engine as a result of executing the method.

void SetParameterArray ( int num, ivec2[] values ) #

Sets a value of the array parameter (type: PARAMETER_ARRAY_INT2) with the specified number using the specified array.

Arguments

void GetParameterArray ( int num, ivec4[] OUT_values ) #

Returns a value of the array parameter (type: PARAMETER_ARRAY_INT4) with the specified number and puts it to the specified buffer array.

Arguments

  • int num - Parameter number in the range from 0 to the total number of parameters.
  • ivec4[] OUT_values - Buffer array to store parameter values.
    Notice
    This output buffer is to be filled by the Engine as a result of executing the method.

void SetParameterArray ( int num, ivec4[] values ) #

Sets a value of the array parameter (type: PARAMETER_ARRAY_INT4) with the specified number using the specified array.

Arguments

int SetParameterExpression ( int num, string expression ) #

Sets the expression used as a parameter value.

Arguments

Return value

1 if the expression is set successfully; otherwise, 0.

string GetParameterExpression ( int num ) #

Returns an expression used as a parameter value.

Arguments

Return value

Parameter expression, if it exists; otherwise, NULL (0).

string GetParameterName ( int num ) #

Returns the name of a given parameter.

Arguments

Return value

Parameter name.

void SetParameterFloat ( int num, float value ) #

Sets the value of a given float parameter by its number.

Arguments

void SetParameterFloat ( string name, float value ) #

Sets the value of a given float parameter by its name.

Arguments

  • string name - Name of the target float parameter.
  • float value - Parameter value to be set.

float GetParameterFloat ( int num ) #

Returns the current value of a given float parameter.

Arguments

Return value

Current parameter value.

void SetParameterFloat2 ( int num, vec2 value ) #

Sets the value of a given float2 parameter by its number.

Arguments

void SetParameterFloat2 ( string name, vec2 value ) #

Sets the value of a given float2 parameter by its name.

Arguments

  • string name - Name of the target float2 parameter.
  • vec2 value - Parameter value to be set.

vec2 GetParameterFloat2 ( int num ) #

Returns the current value of a given float2 parameter.

Arguments

Return value

Current parameter value.

void SetParameterFloat3 ( int num, vec3 value ) #

Sets the value of a given float3 parameter by its number.

Arguments

void SetParameterFloat3 ( string name, vec3 value ) #

Sets the value of a given float3 parameter by its name.

Arguments

  • string name - Name of the target float3 parameter.
  • vec3 value - Parameter value to be set.

vec3 GetParameterFloat3 ( int num ) #

Returns the current value of a given float3 parameter.

Arguments

Return value

Current parameter value.

void SetParameterFloat4 ( int num, vec4 value ) #

Sets the value of a given float4 parameter by its number.

Arguments

void SetParameterFloat4 ( string name, vec4 value ) #

Sets the value of a given float4 parameter by its name.

Arguments

  • string name - Name of the target float4 parameter.
  • vec4 value - Parameter value to be set.

vec4 GetParameterFloat4 ( int num ) #

Returns the current value of a given float4 parameter.

Arguments

Return value

Current parameter value.

void SetParameterInt ( int num, int value ) #

Sets the value of a given int parameter by its number.

Arguments

void SetParameterInt ( string name, int value ) #

Sets the value of a given int parameter by its name.

Arguments

  • string name - Name of the target int parameter.
  • int value - Parameter value to be set.

int GetParameterInt ( int num ) #

Returns the current value of a given int parameter.

Arguments

Return value

Current parameter value.

void SetParameterInt2 ( int num, ivec2 value ) #

Sets the value of a given int2 parameter by its number.

Arguments

void SetParameterInt2 ( string name, ivec2 value ) #

Sets the value of a given int2 parameter by its name.

Arguments

  • string name - Name of the target int2 parameter.
  • ivec2 value - Parameter value to be set.

ivec2 GetParameterInt2 ( int num ) #

Returns the current value of a given int2 parameter.

Arguments

Return value

Current parameter value.

void SetParameterInt3 ( int num, ivec3 value ) #

Sets the value of a given int3 parameter by its number.

Arguments

void SetParameterInt3 ( string name, ivec3 value ) #

Sets the value of a given int3 parameter by its name.

Arguments

  • string name - Name of the target int3 parameter.
  • ivec3 value - Parameter value to be set.

ivec3 GetParameterInt3 ( int num ) #

Returns the current value of a given int3 parameter.

Arguments

Return value

Current parameter value.

void SetParameterInt4 ( int num, ivec4 value ) #

Sets the value of a given int4 parameter by its number.

Arguments

void SetParameterInt4 ( string name, ivec4 value ) #

Sets the value of a given int4 parameter by its name.

Arguments

  • string name - Name of the target int4 parameter.
  • ivec4 value - Parameter value to be set.

ivec4 GetParameterInt4 ( int num ) #

Returns the current value of a given int4 parameter.

Arguments

Return value

Current parameter value.

int GetParameterType ( int num ) #

Returns the type of a given parameter.

Arguments

Return value

One of the PARAMETER_* pre-defined variables or -1, if an error has occurred.

bool IsParent ( UGUID guid ) #

Returns a value indicating if the material with the given GUID is a parent of the current material.

Arguments

  • UGUID guid - Material GUID.

Return value

true if the material is the parent; otherwise, false.

bool IsStateInternal ( int num ) #

Returns a value indicating if a given state is internal.

Arguments

  • int num - State number.

Return value

true if the given state is internal; otherwise, false.

bool IsStateOverridden ( int num ) #

Returns a value indicating if a given state is overridden.

Arguments

  • int num - State number.

Return value

1 if the given state is overridden; otherwise, 0.

void SetState ( int num, int value ) #

Sets the state value.

Arguments

  • int num - State number.
  • int value - State value to be set.

void SetState ( string name, int value ) #

Sets the value of the given state.

Arguments

  • string name - State name.
  • int value - State value.

int GetState ( int num ) #

Returns the state value.

Arguments

  • int num - State number.

Return value

State value.

int GetState ( string name ) #

Returns the value of the given state.

Arguments

  • string name - State name.

Return value

State value.

string GetStateName ( int num ) #

Returns the name of a given state.

Arguments

  • int num - State number.

Return value

State name.

string GetStateSwitchItem ( int num, int item ) #

Returns the switch item name for a given state.

Arguments

  • int num - State number.
  • int item - Item number.

Return value

Switch item name or NULL (0), if an error has occurred.

int GetStateSwitchNumItems ( int num ) #

Returns the number of switch items for a given state.

Arguments

  • int num - State number.

Return value

Number of switch items.

int GetStateType ( int num ) #

Returns the type of a given state.

Arguments

  • int num - State number.

Return value

One of the MATERIAL_STATE_* pre-defined variables or -1, if an error occurred.

bool IsTextureInternal ( int num ) #

Returns a value indicating if a given texture is internal.

Arguments

  • int num - Texture number.

Return value

true if the given texture is internal; otherwise, false.

bool IsTextureOverridden ( int num ) #

Returns a value indicating if a given texture is overridden.

Arguments

  • int num - Texture number.

Return value

true if the given texture is overridden; otherwise, false.

bool IsTextureLoaded ( int num ) #

Returns a value indicating if a given texture is loaded.

Arguments

  • int num

Return value

true if the given texture is loaded; otherwise, false.

string GetTextureName ( int num ) #

Returns the name of a given texture.

Arguments

  • int num - Texture number.

Return value

Texture name.

int GetTextureUnit ( int num ) #

Returns the number of the unit for a given texture used in shaders.

Arguments

  • int num - Texture number.

Return value

Texture unit number.

bool IsTextureEditable ( int num ) #

Returns a value indicating if the texture with the specified number is editable (can be modified).

Arguments

  • int num - Texture number.

Return value

true if the texture with the specified number is editable; otherwise, false (the texture is read-only).

int GetTextureSource ( int num ) #

Returns the source for the texture with the specified number.

Arguments

  • int num - Texture number.

Return value

One of the TEXTURE_SOURCE_* pre-defined variables or -1, if an error occurred.

Texture GetTexture ( string name ) #

Returns the texture used in the material by its name.

Arguments

  • string name - Name of the desired texture (e.g., albedo, emission, etc.).

Return value

Texture used with the requested name.

int FindParameter ( string name ) #

Searches for a parameter by a given name among all parameters of the current material.

Arguments

Return value

Parameter number, if it is found; otherwise, -1.

int FindState ( string name ) #

Searches for a state by a given name among all states of the current material.

Arguments

  • string name - State name.

Return value

State number, if it is found; otherwise, -1.

int FindTexture ( string name ) #

Searches for a texture by a given name among all textures used by the current material.

Arguments

Return value

Texture number, if it is found; otherwise, -1.

bool SaveState ( Stream stream, bool forced = 0 ) #

Saves the settings of a given material (all of its options, states and parameters) into a binary stream.

Saving into the stream requires creating a blob to save into. To restore the saved state the RestoreState() method is used:

Source code (C#)
// initialize object
Material mat = obj.GetMaterial(0);
mat.ViewportMask = 1; // viewport mask = 1

// save state
Blob blob_state = new Blob();
mat.SaveState(blob_state, true);

// change the state
mat.ViewportMask = ~0;  // now viewport mask = 111111111

// restore state
blob_state.SeekSet(0);	// returning the carriage to the start of the blob
mat.RestoreState(blob_state, true);		// restore viewport mask = 1

Arguments

  • Stream stream - The stream to save material state data.
  • bool forced - Forced saving of material settings.

Return value

true if the material settings are saved successfully; otherwise, true.

bool RestoreState ( Stream stream, bool forced = 0 ) #

Restores the state of a given material (all of its options, states and parameters) from a binary stream.

Restoring from the stream requires creating a blob to save into and saving the state using the SaveState() method:

Source code (C#)
// initialize object
Material mat = obj.GetMaterial(0);
mat.ViewportMask = 1; // viewport mask = 1

// save state
Blob blob_state = new Blob();
mat.SaveState(blob_state, true);

// change the state
mat.ViewportMask = ~0;  // now viewport mask = 111111111

// restore state
blob_state.SeekSet(0);	// returning the carriage to the start of the blob
mat.RestoreState(blob_state, true);		// restore viewport mask = 1

Arguments

  • Stream stream - The stream with saved material data.
  • bool forced - Forced restoring of material settings.

Return value

true if the material settings are restored successfully; otherwise, false.

bool CanRenderNode ( ) #

Returns a value indicating if the material can be rendered for at least one type of nodes.

Return value

true if the material is rendered for at least one type of nodes; otherwise, false.

void ResetState ( int num ) #

Resets the overridden value of the given state to the parent one.

Arguments

  • int num - State number.

void SetTexturePath ( int num, string path ) #

Sets a new path to the texture with the given number.

Arguments

  • int num - Texture number.
  • string path - A path to the texture or NULL to clear the path.

void SetTexturePath ( string name, string path ) #

Sets a new path to the texture with the given name.

Arguments

  • string name - Texture name.
  • string path - A path to the texture or NULL to clear the path.

void ResetTexture ( int num ) #

Resets the overridden value of the given texture to the parent one.

Arguments

  • int num - Texture number.

string GetTexturePath ( int num ) #

Returns a path to the texture with the specified number.

Arguments

  • int num - Texture number.

Return value

A path to the texture.

string GetTexturePath ( string name ) #

Returns a path to the texture with the specified name.

Arguments

Return value

A path to the texture.

bool IsNodeTypeSupported ( Node.TYPE type ) #

Returns a value indicating if the given type of nodes is supported by the material.

Arguments

Return value

true if the node type is supported; otherwise, false.

bool SetParent ( Material material, bool save_all_values = 1 ) #

Sets the given material as the parent for this material and saves the material's properties values (if the corresponding flag is set).
Notice
The method isn't available for the manual and base materials.

Arguments

  • Material material - Material to be set as the parent for this material.
  • bool save_all_values - Flag indicating if the material's properties will be saved after reparenting.

Return value

true if the material's parent is changed; otherwise, false.

bool CheckTextureConditions ( int num ) #

Checks if conditions set for the given texture are met.

Arguments

  • int num - Texture number.

Return value

true if conditions are met; otherwise, false.

int LoadXml ( Xml xml ) #

Loads material settings from the specified Xml source.

Arguments

  • Xml xml - An Xml node containing material settings.

Return value

true if the material settings are loaded successfully; otherwise, false.

bool LoadUlon ( UlonNode ulon ) #

Loads material settings from the specified ULON source.

Arguments

  • UlonNode ulon - A ULON-node containing material settings.

Return value

true if the material settings are loaded successfully; otherwise, false.

bool HasOverrides ( ) #

Returns a value indicating if the material has at least one overridden property.

Return value

true if the material has at least one overridden property; otherwise, false.

bool CanSave ( ) #

Returns a value indicating if the material can be saved. For example, this function will return 0 for a base or manual material.

Return value

true if the material can be saved; otherwise, false.

bool CheckStateConditions ( int num ) #

Checks if conditions set for the given state are met.

Arguments

  • int num - State number.

Return value

true if conditions are met; otherwise, false.

bool CheckParameterConditions ( int num ) #

Checks if conditions set for the given parameter are met.

Arguments

Return value

true if conditions are met; othersiwe, false.

bool Save ( ) #

Save the material to the current path used for this material.
Notice
The method isn't available for the manual and base materials.

Return value

true if the material is saved successfully; otherwise, false.

bool Load ( string path ) #

Loads a material from the given file. 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 file.

Return value

true if the material is loaded successfully; otherwise, false.

bool SaveXml ( Xml xml ) #

Saves the material into the given Xml.
Notice
The method isn't available for the manual and base materials.

Arguments

  • Xml xml - An Xml node.

Return value

true if the material is saved successfully; otherwise, false.

bool IsNodeSupported ( Node node ) #

Returns a value indicating if the material can be applied to the given node.

Arguments

Return value

true if the given node is supported; otherwise, false.

void SetTexture ( int num, Texture texture ) #

Sets the given texture to the texture with the specified number.

Arguments

  • int num - Texture number.
  • Texture texture - Texture to be set.

void SetTexture ( string name, Texture texture ) #

Sets the given texture to the texture with the specified name.

Arguments

  • string name - Texture name (one of the textures used by the material, e.g.: albedo).
  • Texture texture - Texture to be set.

Texture GetTexture ( int num ) #

Returns a texture set for the current material.

Arguments

  • int num - Texture number.

Return value

A texture.

UGUID GetFileGUID ( ) #

Returns a GUID of the current material file.

Return value

GUID of the current material file.

void ResetParameter ( int num ) #

Resets the overridden value of the given parameter to the parent one.

Arguments

bool Reload ( ) #

Reloads the material and all its children.

Return value

true if the material is reloaded successfully; otherwise, false.

int SetTextureImage ( int num, Image image ) #

Set a given image to a given texture.

Arguments

  • int num - Texture number.
  • Image image - An image to set.

Return value

1 if the image is set successfully; otherwise, 0.

int GetTextureImage ( int num, Image image ) #

Reads a given texture into a given image.

Arguments

  • int num - Texture number.
  • Image image - An image.

Return value

1 if the texture is read successfully; otherwise, 0.

TextureRamp GetTextureRamp ( int num ) #

Returns a ramp texture instance for the data stored in the specified ramp texture (gradient).
Notice
Modifications made to the ramp shall propagate to the parent and sibling materials. To modify an overridden ramp for this material only use the getTextureRampOverride() method.

Arguments

  • int num - Texture number.

Return value

TextureRamp class instance for the data stored in the gradient texture with the specified number.

TextureRamp GetTextureRampOverride ( int num ) #

Returns a new ramp texture instance for the data stored in the specified ramp texture (gradient) overriding the default one. This method enables you to set individual RGBA curves, adjusting color values of the resulting ramp texture (gradient).
Notice
Modifications made to the ramp shall not propagate to the parent and sibling materials.

Arguments

  • int num - Texture number.

Return value

New TextureRamp class instance overriding the data stored in the specified ramp texture (gradient).

void CreateShaders ( bool recursive = 0 ) #

Creates all shaders for the current material and its children (if specified).

Arguments

  • bool recursive - true to create shaders for child materials of the current material; otherwise, false.

void DestroyTextures ( ) #

Deletes all textures used by the current material and its children.

Render.PASS GetRenderPass ( string pass_name ) #

Returns the type of the rendering pass by its name (including custom passes).

Arguments

  • string pass_name - Name of the rendering pass.

Return value

Rendering pass number in the range from 0 to 18 + custom_passes_number, if it exists; otherwise -1.

string GetRenderPassName ( Render.PASS type ) #

Returns the name of the rendering pass by its number (including custom passes).

Arguments

Return value

Rendering pass name if it exists; otherwise NULL.

bool RunExpression ( string name, int w, int h, int d = 1 ) #

Runs the material's expression with the specified name. An expression is a reference to a file containing code in UnigineScript, that can generate various elements used in the material (e.g., textures, texture arrays, unstructured buffers, etc.) or contain other logic. Expressions can be defined in the *.basemat file as follows:
Source code (ULON)
Expression name = "expression.usc";

An example of expression.usc code:

Source code (UnigineScript)
// typical most frequently used parameters passed to the expression automatically, when it is called.
int in_width;
int in_height;
int in_depth;
Material in_material;

// If you need extra parameters, you should set them via Material::setParameter*("param_name", value) before calling Material::runExpression()
// then you can access them in the expression via in_material.getParameter*("param_name")

// ...

// get a temporary texture
Texture texture = engine.render.getTemporaryTexture(in_width, in_height);

//get the value of the material parameter named "my_extra_param"
float my_param = in_material.getParameter("my_extra_param");

// modify the temporary texture using the my_param parameter somehow...

// set the modified texture as albedo texture of the material
in_material->setTexture("albedo", texture);

To execute this expression the following code can be used:

Source code (C++)
// ...
// setting the value of extra parameter
material->setParameterFloat("my_extra_param", 2.5f);

// running the expression 
material->runExpression("expr_name", 512, 512, 1);
// ...
Notice
Expressions can be executed only for base materials.

Arguments

  • string name - Expression name. Expression with this name must be defined in the material declaration (*.basemat file).
  • int w - Width, e.g. if a texture or a structured buffer is generated by the expression.
  • int h - Height, e.g. if a texture or a structured buffer is generated by the expression.
  • int d - Depth, e.g. if a 3D Texture, 2D array or a structured buffer is generated by the expression.

Return value

1 if the specified expression is executed successfully; otherwise, 0.

bool RenderScreen ( string pass_name ) #

Renders the screen-space material. The material must have a shader for the specified pass associated with it.

Arguments

  • string pass_name - Name of the rendering pass.

Return value

0 if the specified pass was not found; otherwise, 1.

void RenderScreen ( Render.PASS pass ) #

Renders the screen-space material. The material must have a shader for the specified pass associated with it.

Arguments

bool RenderCompute ( string pass_name, int group_threads_x = 1, int group_threads_y = 1, int group_threads_z = 1 ) #

Renders the material using a compute shader. The material must have a compute shader for the specified pass associated with it.

Arguments

  • string pass_name - Name of the rendering pass.
  • int group_threads_x - Local X work-group size of the compute shader.
  • int group_threads_y - Local Y work-group size of the compute shader.
  • int group_threads_z - Local Z work-group size of the compute shader.

Return value

true if the specified pass was not found; otherwise, false.

void RenderCompute ( Render.PASS pass, int group_threads_x = 1, int group_threads_y = 1, int group_threads_z = 1 ) #

Renders the material using a compute shader. The material must have a compute shader for the specified pass associated with it.

Arguments

  • Render.PASS pass - Rendering pass number in range [0;NUM_PASSES) (one of the PASS_* variables).
  • int group_threads_x - Local X work-group size of the compute shader.
  • int group_threads_y - Local Y work-group size of the compute shader.
  • int group_threads_z - Local Z work-group size of the compute shader.

Material.DATA_TYPE GetUIItemDataType ( int item ) #

Returns the type of data of the specified UI item. UI items represent material parameters, options, states, textures, and groups in UnigineEditor.

Arguments

Return value

UI item data type (parameter, option, state, texture, or group).

int GetUIItemDataID ( int item ) #

Returns the id of the data type controlled by the specified UI item. UI items represent material parameters, options, states, textures, and groups in UnigineEditor.

Arguments

Return value

UI item data id: one of the STATE_*, PARAMETER_*, OPTION_*, TEXTURE_SOURCE_* pre-defined variables or -1, if an error has occurred.

bool IsUIItemHidden ( int item ) #

Returns a value indicating if the specified UI item is hidden.

Arguments

Return value

true is the specified UI item is hidden; otherwise, false.

string GetUIItemTitle ( int item ) #

Returns the title set for the specified UI item.

Arguments

Return value

Title set for the specified UI item.

string GetUIItemTooltip ( int item ) #

Returns the text of the tooltip set for the specified UI item.

Arguments

Return value

Text of the tooltip set for the specified UI item.

Material.WIDGET GetUIItemWidget ( int item ) #

Returns the type of the widget for the specified UI item.

Arguments

Return value

UI item widget type.

int GetUIItemParent ( int item ) #

Returns an index of the parent of the specified UI item. This method is used to get the index of the group to which the specified parameter/state/option/texture belongs.

Arguments

Return value

Global index of the parent UI element in the range from 0 to the total number of UI items for the material.

int GetUIItemNumChildren ( int item ) #

Returns the number of child items for the group UI item with the specified number.
Notice
This method is to be used for UI item groups only (DATA_TYPE_GROUP), other items cannot have children!

Arguments

Return value

Number of child items for the specified group UI item.

int GetUIItemChild ( int item, int num ) #

Returns the index of a child UI item that belongs to the specified group by the item number within the group.
Notice
This method is to be used for UI item groups only (DATA_TYPE_GROUP), other items cannot have children!

Arguments

  • int item - UI item group index in the range from 0 to the total number of UI items.
  • int num - Number of UI item within the group (in the list of children).

Return value

Global index of the child UI element in the range from 0 to the total number of UI items for the material.

bool IsUIItemSliderMinExpand ( int item ) #

Returns a value indicating if the maximum slider value for the specified UI item can be increased.

Arguments

Return value

true if the maximum value can be increased; otherwise, false.

bool IsUIItemSliderMaxExpand ( int item ) #

Returns a value indicating if the minimum slider value for the specified UI item can be decreased.

Arguments

Return value

true if the minimum value can be decreased; otherwise, false.

float GetUIItemSliderMinValue ( int item ) #

Returns the minimum allowed value of the slider for the specified UI item.

Arguments

Return value

Minimum value of the slider.

float GetUIItemSliderMaxValue ( int item ) #

Returns the maximum allowed value of the slider for the specified UI item.

Arguments

Return value

Maximum value of the slider.

int GetUIItemGroupToggleStateID ( int item ) #

Returns the global index of the state toggle UI element turning the specified group on and off.
Notice
This method is to be used for UI item groups only (DATA_TYPE_GROUP)!

Arguments

Return value

Global index of the state toggle UI element in the range from 0 to the total number of UI items for the material.

bool IsUIItemGroupCollapsed ( int item ) #

Returns a value indicating if the specified group of UI items is currently collapsed in the UI of the Unigine Editor.
Notice
This method is to be used for UI item groups only (DATA_TYPE_GROUP)!

Arguments

Return value

true if the specified group of UI items is currently collapsed in the UI; otherwise, false (the group is expanded).

void SetOption ( int num, int value ) #

Sets a new value for the specified option.

Arguments

  • int num - Option number.
  • int value - New value to be set for the specified option.

int GetOption ( int num ) #

Returns the current value of the specified option.

Arguments

  • int num - Option number.

Return value

Current value of the specified option.

bool IsOptionOverridden ( int num ) #

Returns a value indicating if a given option is overridden.

Arguments

  • int num - Option number.

Return value

true if the given option is overridden; otherwise, false.

void ResetOption ( int num ) #

Resets the overridden value of the given option to the parent one.

Arguments

  • int num - Option number.

bool IsParent ( Material parent ) #

Returns a value indicating if the given material is a parent of the current material.

Arguments

  • Material parent - Material instance.

Return value

true if the material is the parent, otherwise - false.

Material Clone ( ) #

Clones the material. The cloned material will be empty: it will have a GUID but won't be displayed in the materials hierarchy.

Return value

Cloned material.

Material Clone ( UGUID guid ) #

Clones the material and assigns the given GUID to it.
Notice
A base material cannot be cloned.

Arguments

  • UGUID guid - Cloned material GUID.

Return value

Cloned material.

Material Inherit ( ) #

Inherits the material. The inherited material will be empty: it will have a GUID but won't be displayed in materials hierarchy.

Return value

Inherited material.

Material Inherit ( UGUID guid ) #

Inherits a new material from the current one and assigns the specified GUID to it.

Arguments

  • UGUID guid - Inhereted material GUID.

Return value

Inhereted material.

string WidgetToString ( Material.WIDGET widget ) #

Returns the name of the widget by its type.

Arguments

Return value

Name of the widget.

Material.WIDGET StringToWidget ( string str ) #

Returns the widget type by its name.

Arguments

  • string str - Name of the widget.

Return value

Widget type.

int GetTextureSamplerFlags ( int num ) #

Returns the sampler flags of the texture with the given number.

Arguments

  • int num - Number of the texture.

Return value

Texture sampler flags.

void SetTextureSamplerFlags ( int num, int sampler_flags ) #

Sets the sampler flags for the texture with the given number.

Arguments

  • int num - Number of the texture.
  • int sampler_flags - Sampler flags.

int GetTextureFormatFlags ( int num ) #

Returns the format flags of the texture with the given number.

Arguments

  • int num - Number of the texture.

Return value

Texture format flags.

bool CreateMaterialFile ( string path ) #

Creates a file and saves the internal material to it.

Arguments

  • string path - A path to save the material

Return value

The value indicating if the material was successful saved.

Shader GetShaderAsync ( Render.PASS pass, int node ) #

Returns the rendering shader for the specified rendering pass and node type:
  • If the shader has been compiled previously, the function will return it immediately.
  • If the shader hasn't been compiled yet, the function will initiate its asynchronous compilation in another thread and return the successfully compiled shader.
    Notice
    The function will keep returning null until the shader is compiled.
Notice
To compile the shader asynchronously, enable the asynchronous compilation mode. Otherwise, the function will work the same as getShaderForce().

Arguments

Return value

Shader for the specified rendering pass and node type, if compiled successfully. Otherwise, null.

Shader GetShaderAsync ( Render.PASS pass ) #

Returns the rendering shader for the specified rendering pass:
  • If the shader has been compiled previously, the function will return it immediately.
  • If the shader hasn't been compiled yet, the function will initiate its asynchronous compilation in another thread and return the successfully compiled shader.
    Notice
    The function will keep returning null until the shader is compiled.
Notice
To compile the shader asynchronously, enable the asynchronous compilation mode. Otherwise, the function will work the same as getShaderForce().

Arguments

Return value

Shader for the specified rendering pass, if compiled successfully. Otherwise, null.

Shader GetShaderAsync ( string pass, int node ) #

Returns the rendering shader for the specified rendering pass and node type:
  • If the shader has been compiled previously, the function will return it immediately.
  • If the shader hasn't been compiled yet, the function will initiate its asynchronous compilation in another thread and return the successfully compiled shader.
    Notice
    The function will keep returning null until the shader is compiled.
Notice
To compile the shader asynchronously, enable the asynchronous compilation mode. Otherwise, the function will work the same as getShaderForce().

Arguments

  • string pass - Rendering pass name. One of the following:
    • wireframe
    • visualizer_solid
    • deferred
    • auxiliary
    • emission
    • reflection
    • refraction
    • transparent_blur
    • ambient
    • light_voxel_probe
    • light_environment_probe
    • light_omni
    • light_proj
    • light_world
    • shadow
    • depth_pre_pass
    • post
    • object_post
  • int node - Node type.

Return value

Shader for the specified rendering pass and node type, if compiled successfully. Otherwise, null.

Shader GetShaderAsync ( string pass ) #

Returns the rendering shader for the specified rendering pass:
  • If the shader has been compiled previously, the function will return it immediately.
  • If the shader hasn't been compiled yet, the function will initiate its asynchronous compilation in another thread and return the successfully compiled shader.
    Notice
    The function will keep returning null until the shader is compiled.
Notice
To compile the shader asynchronously, enable the asynchronous compilation mode. Otherwise, the function will work the same as getShaderForce().

Arguments

  • string pass - Rendering pass name. One of the following:
    • wireframe
    • visualizer_solid
    • deferred
    • auxiliary
    • emission
    • reflection
    • refraction
    • transparent_blur
    • ambient
    • light_voxel_probe
    • light_environment_probe
    • light_omni
    • light_proj
    • light_world
    • shadow
    • depth_pre_pass
    • post
    • object_post

Return value

Shader for the specified rendering pass, if compiled successfully. Otherwise, null.

Shader GetShaderForce ( Render.PASS pass, int node ) #

Returns the rendering shader for the specified rendering pass and node type:
  • If the shader has been compiled previously, the function will return it immediately.
  • If the shader hasn't been compiled yet, the function will immediately compile and return it.
Notice
The function causes a spike because it compiles the shader in the current thread.

Arguments

Return value

Shader for the specified rendering pass and node type, if compiled successfully. Otherwise, null.

Shader GetShaderForce ( Render.PASS pass ) #

Returns the rendering shader for the specified rendering pass:
  • If the shader has been compiled previously, the function will return it immediately.
  • If the shader hasn't been compiled yet, the function will immediately compile and return it.
Notice
The function causes a spike because it compiles the shader in the current thread.

Arguments

Return value

Shader for the specified rendering pass, if compiled successfully. Otherwise, null.

Shader GetShaderForce ( string pass, int node ) #

Returns the rendering shader for the specified rendering pass and node type:
  • If the shader has been compiled previously, the function will return it immediately.
  • If the shader hasn't been compiled yet, the function will immediately compile and return it.
Notice
The function causes a spike because it compiles the shader in the current thread.

Arguments

  • string pass - Rendering pass name. One of the following:
    • wireframe
    • visualizer_solid
    • deferred
    • auxiliary
    • emission
    • reflection
    • refraction
    • transparent_blur
    • ambient
    • light_voxel_probe
    • light_environment_probe
    • light_omni
    • light_proj
    • light_world
    • shadow
    • depth_pre_pass
    • post
    • object_post
  • int node - Node type.

Return value

Shader for the specified rendering pass and node type, if compiled successfully. Otherwise, null.

Shader GetShaderForce ( string pass ) #

Returns the rendering shader for the specified rendering pass:
  • If the shader has been compiled previously, the function will return it immediately.
  • If the shader hasn't been compiled yet, the function will immediately compile and return it.
Notice
The function causes a spike because it compiles the shader in the current thread.

Arguments

  • string pass - Rendering pass name. One of the following:
    • wireframe
    • visualizer_solid
    • deferred
    • auxiliary
    • emission
    • reflection
    • refraction
    • transparent_blur
    • ambient
    • light_voxel_probe
    • light_environment_probe
    • light_omni
    • light_proj
    • light_world
    • shadow
    • depth_pre_pass
    • post
    • object_post

Return value

Shader for the specified rendering pass, if compiled successfully. Otherwise, null.

void SetTextureStreamingDensityMultiplier ( int num, float streaming_density_multiplier ) #

Sets a multiplier adjusting the distance at which the texture mipmaps are rendered.

Arguments

  • int num - Number of the texture.
  • float streaming_density_multiplier - Multiplier applied to the texture mipmaps rendering distance.

float GetTextureStreamingDensityMultiplier ( int num ) #

Returns the current adjusting the distance at which the texture mipmaps are rendered.

Arguments

  • int num - Number of the texture.

Return value

Multiplier applied to the texture mipmaps rendering distance.

bool NeedCreateShaderCache ( ) #

Returns a value indicating if shader cache needs to be created for current material states and options.

Return value

true if shader cache is required for current material states and options; or false, if shader combination for current material states and options is already in cache.

bool NeedCreateShaderCache ( Render.PASS pass, Node.TYPE node_type ) #

Returns a value indicating if shader combination needs to be created for the given rendering pass and node type.

Arguments

Return value

true if shader cache needs to be created for the given rendering pass and node type; or false, if shader combination for the given rendering pass and node type is already in cache.

bool ShaderCacheExist ( Render.PASS pass, Node.TYPE node_type ) #

Returns a value indicating if shader combination for the given rendering pass and node type is already in cache.

Arguments

Return value

true if shader combination for the given rendering pass and node type is already in cache; otherwise, false.

void CreateShaderForce ( Render.PASS pass, Node.TYPE node_type ) #

Compiles shader combination for the given rendering pass and node type. Shaders are compiled immediately, which may cause spikes, therefore this method is recommended only for critical cases, where CreateShaderAsync doesn't ensure a satisfying result.

Arguments

void CreateShaderAsync ( Render.PASS pass, Node.TYPE node_type ) #

Compiles shader combination for the given rendering pass and node type. Shaders are compiled asynchronously, which ensures smooth performance without spikes and is suitable for most cases. For the shaders that requre to be compiled immediately, use CreateShaderForce.

Arguments

void CreateRenderMaterials ( ) #

Creates render materials (internal materials required for rendering). For example, you can create all necessary render materials during initialization to avoid spikes that may occur later.

void CreateShaderCache ( bool recursive = false ) #

Compiles all shaders for the current material and its children (if any).

Arguments

  • bool recursive - true to compile shaders for child materials; otherwise, false.

void CreateShadersFromCache ( bool recursive = false ) #

Compiles all shaders available in shader cache for the current material and its children (if any).

Arguments

  • bool recursive - true to compile shaders for child materials; otherwise, false.
Last update: 2024-12-13
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