Material Class
This class is used to create materials, which are assigned to each node (or each surface of the object) and define how they look like. They implement the shaders and control what options, states, parameters of different types and textures are used to render the node during the rendering passes.
Material Class
Members
int isAlphaTest()
Returns a value indicating if the material has an alpha test option enabled.Return value
1 if the material has alpha test option enabled; otherwise, 0.int getBlendDestFunc()
Returns a blend mode used to scale the destination color.Return value
One of the MATERIAL_BLEND_* variables, which specify ways of calculating the blend factor.void setBlendFunc(int src, int dest)
Sets blend modes for the source and destination colors.Arguments
- int src - Blend mode (one of the MATERIAL_BLEND_* variables) for the source color.
- int dest - Blend mode (one of the MATERIAL_BLEND_* variables) for the destination color.
int getBlendSrcFunc()
Returns a blend mode used to scale the source color.Return value
One of the MATERIAL_BLEND_* variables, which specify ways of calculating the blend factor.void setCastShadow(int shadow)
Updates a value indicating if an object with the material applied should cast shadows.Arguments
- int shadow - Positive number to cast shadows, 0 not to cast.
int getCastShadow()
Returns a value indicating if an object with the material applied should cast shadows.Return value
Positive number if shadows should be cast; otherwise, 0.void setCastWorldShadow(int shadow)
Updates a value indicating if an object with the material applied should cast shadows created by the world light.Arguments
- int shadow - Positive number to cast shadows, 0 not to cast.
int getCastWorldShadow()
Returns a value indicating if an object with the material applied should cast shadows created by the world light.Return value
Positive number if shadows should be cast; otherwise, 0.Material getChild(int num)
Returns a child material with a given number.Arguments
- int num - ID number of the target child material.
Return value
Child material.Material getCompare()
Returns the parent material, whose parameters have been changed.Return value
Parent material.int isDeferred()
Returns a value indicating if the material is rendered in the deferred pass.Return value
1 if the material is rendered in the deferred pass (non-transparent); otherwise, 0.void setDepthMask(int mask)
Updates a value indicating if the material uses a depth mask.Arguments
- int mask - Positive number to use the depth mask, 0 not to use.
int getDepthMask()
Returns a value indicating if the material uses a depth mask.Return value
Positive number if the depth mask is used; otherwise, 0.int isEditable()
Returns a value indicating if the material can be edited.Return value
1 if the material is editable; otherwise, 0.int isFilter()
Returns a value indicating if the material has filter texture.Return value
Returns 1 if the material has filter texture; otherwise, 0.int isForward()
Returns a value indicating if the material is rendered in the forward pass.Return value
1 if the material is rendered in the forward pass (transparent with blending func); otherwise, 0.int isHidden()
Returns a value indicating if the material is hidden.Return value
1 if the material is hidden; otherwise, 0.void setImageTexture(int num, Texture texture)
Sets the given texture smart pointer to the specified image texture.Arguments
- int num - Texture number.
- Texture texture - Texture smart pointer.
Texture getImageTexture(int num)
Gets the image texture smart pointer.Arguments
- int num - Texture number.
Return value
Texture smart pointer.void setImageTextureFlags(int id, int flags)
Sets the flags on the image texture.Arguments
- int id - ID number of the target texture.
- int flags - A flags mask.
int getImageTextureFlags(int id)
Returns the flags set on the image texture.Arguments
- int id - ID number of the target texture.
Return value
A flags mask.int setImageTextureImage(int id, Image image, int dynamic = 0)
Replaces a given texture with an Image instance. If you need to reset a texture of the inherited material instance, set dynamic flag to 1.Arguments
- int id - ID number of the target texture.
- Image image - New texture to set.
- int dynamic - Dynamic texture flag.
- If set to 0, changing a texture of the inherited material instance will also affect the base material. If the device is lost and the renderer resets its context, a texture will be reset to a default one instead of the specified image.
- If set to 1, an image will be successfully set only for the current material instance.
Return value
1 if the texture is replaced successfully; otherwise, 0.int getImageTextureImage(int id, Image image)
Reads a given texture into an Image instance.Arguments
- int id - ID number of the target texture.
- Image image - Image into which texture is read.
Return value
1 if the texture is read successfully; otherwise, 0.void setImageTextureName(int id, string name)
Updates the name of a given image texture.Arguments
- int id - ID number of the target texture.
- string name - New name of the texture or NULL (0) to clear the name.
string getImageTextureName(int id)
Returns the name of a given image texture.Arguments
- int id - ID number of the target texture.
Return value
Texture name or NULL (0), if an error occurs.void setImageTextureProcedural(int num, Material procedural, int procedural_num)
Assigns the procedural texture to the specified image texture.Arguments
- int num - Number of the texture, to which the procedural texture will be assigned.
- Material procedural - Procedural material.
- int procedural_num - Procedural texture number.
void setLightMask(int mask)
Sets a light mask for the material. The material is illuminated by a light source, if they both have corresponding masks.Arguments
- int mask - Integer, each bit of which is a mask.
int getLightMask()
Returns a light mask of the material. The material is illuminated by a light source, if they both have corresponding masks.Return value
Integer, each bit of which is a mask.string getName()
Returns the material name.Return value
Name of the material.int getNumChildren()
Returns the number of children of the material.Return value
Number of children materials.int getNumParameters()
Returns the number of material parameters.Return value
Number of material parameters.int getNumStates()
Returns the number of material states.Return value
Number of material states.int getNumTextures()
Returns the number of textures used by the material.Return value
Number of used textures.void setOffset(int offset)
Updates the polygon offset of the material. Polygon offset is useful to prevent a Z-fighting effect.Arguments
- int offset - Material offset in levels. Available values: 0 - 1024 (powers of 2).
int getOffset()
Returns the polygon offset used for the material.Return value
Offset in levels.void setOrder(int order)
Updates the rendering order of material. The higher the rendering order, the lower the rendering priority (the material with the -8 order will be rendered first).Arguments
- int order - New rendering order ID.
int getOrder()
Returns the rendering order of materials.Return value
Rendering order.void setParameter(variable variable)
Sets a material's parameter value.Arguments
- variable variable - Parameter to be updated. It can either be:
- int - ID number of the target parameter.
- string - name of the target parameter.
vec4 getParameter(variable variable)
Gets the material's parameter value.Arguments
- variable variable - Parameter to be updated. It can either be:
- int - ID number of the target parameter.
- string - name of the target parameter.
Return value
Parameter value.void setParameterArray(int num, Vector<vec4> values)
Updates the values of a given array parameter.Arguments
- int num - ID number of the target parameter.
- Vector<vec4> values - ID of the vec4 array.
void getParameterArray(int num, Vector<vec4> & values)
Returns the values of a given array parameter.Arguments
- int num - ID number of the target parameter.
- Vector<vec4> & values - ID of the returned vec4 array.
int setParameterExpression(int id, string expression)
Updates the expression used as a parameter value.Arguments
- int id - ID number of the target parameter.
- string expression - New expression.
Return value
1 if the expression is updated successfully; otherwise, 0.string getParameterExpression(int id)
Returns an expression used as a parameter value.Arguments
- int id - ID number of the target parameter.
Return value
Parameter expression, if exists; otherwise, NULL (0).string getParameterGroup(int id)
Returns the group of the material parameter.Arguments
- int id - The ID of the material parameter.
Return value
The group of the material parameter.int isParameterHidden(int num)
Returns a value indicating if a given parameter is hidden.Arguments
- int num - ID number of the target parameter.
Return value
1 if the parameter is hidden; otherwise, 0.string getParameterName(int id)
Returns the name of a given parameter.Arguments
- int id - ID number of the target parameter.
Return value
Name of the parameter.void setParameterSlider(int id, float value)
Updates the value of a given slider parameter.Arguments
- int id - ID number of the target slider parameter.
- float value - New value of the parameter.
float getParameterSlider(int id)
Returns the current value of a given slider parameter.Arguments
- int id - ID number of the target slider parameter.
Return value
Current value.int getParameterSliderLog10(int id)
Returns a value indicating if a given parameter uses a logarithmic scale (with the base ten).Arguments
- int id - ID number of the target parameter.
Return value
Positive number if the parameter uses a logarithmic scale; otherwise, 0.int getParameterSliderMaxExpand(int id)
Returns a value indicating if the maximum value of a given parameter can be increased.Arguments
- int id - ID number of the target parameter.
Return value
Positive number if the maximum value can be changed; otherwise, 0.float getParameterSliderMaxValue(int id)
Returns the maximum allowed value of a slider parameter.Arguments
- int id - ID number of the target parameter.
Return value
Maximum value.int getParameterSliderMinExpand(int id)
Returns a value indicating if the minimum value of a given parameter can be decreased.Arguments
- int id - ID number of the target parameter.
Return value
Positive number if the minimum value can be changed; otherwise, 0.float getParameterSliderMinValue(int id)
Returns the minimum allowed value of a slider parameter.Arguments
- int id - ID number of the target parameter.
Return value
Minimum value.string getParameterTitle(int id)
Returns the title of the material parameter.Arguments
- int id - The ID of the material parameter.
Return value
The title of the material parameter.string getParameterTooltip(int id)
Returns the tooltip of the material parameter.Arguments
- int id - The ID of the material parameter.
Return value
The tooltip text of the material parameter.int getParameterType(int num)
Returns the type of a given parameter.Arguments
- int num - ID number of the target parameter.
Return value
One of the MATERIAL_PARAMETER_* pre-defined variables or -1, if an error occurred.Material getParent()
Returns the parent material.Return value
Parent material or NULL (0), if the current material has no parent.int isParent(string name)
Returns a value indicating if the material is parent.Arguments
- string name - Name of the material.
Return value
1 if the material is parent, otherwise - 0.int isProcedural()
Returns a value indicating if the material has procedural texture.Return value
Returns 1 if the material has procedural texture; otherwise, 0.int setProceduralTextureImage(int num, Image image)
Replaces a given procedural texture with an Image instance. Procedural textures are calculated in run-time on GPU, using custom shaders. For example, this function allows to set the initial value for such texture.Arguments
- int num - ID number of the target texture. In materials, such texture should be declared with type="procedural" attribute.
- Image image - New texture to set.
Return value
1 if the texture is replaced successfully; otherwise, 0.int getProceduralTextureImage(int num, Image image)
Reads a given procedural texture into an Image instance. Procedural textures are calculated in run-time on GPU, using custom shaders. For example, this function allows to read the value of such texture at any moment.Arguments
- int num - Number of the target texture. In materials, such texture should be declared with type="procedural" attribute.
- Image image - Image into which texture is read.
Return value
1 if the texture is read successfully; otherwise, 0.int isReflection2D()
Returns a value indicating if the material has 2d reflection texture.Return value
Returns 1 if the material has 2d reflection texture; otherwise, 0.void setState(variable variable, int value)
Sets the state value.Arguments
- variable variable - State to be updated. It can either be:
- int - ID number of the target state.
- string - name of the target state.
- int value - State value to be set.
int getState()
Returns the value of the given state.Arguments
Return value
State value.string getStateGroup(int id)
Returns the group of the material state.Arguments
- int id - The ID of the material state.
Return value
The group of the material state.int isStateHidden(int id)
Returns a value indicating if a given state is hidden.Arguments
- int id - ID number of the target state.
Return value
1 if the state is hidden; otherwise, 0.string getStateName(int num)
Returns the name of a given state.Arguments
- int num - ID number of the target state.
Return value
Name of the state.string getStateSwitchItem(int num, int item)
Returns a string value for a switch item of a given state.Arguments
- int num - ID number of the target state.
- int item - ID number of the target item.
Return value
Value of the item or NULL (0), if an error occurred.int getStateSwitchNumItems(int num)
Returns the number of switch items of a given state.Arguments
- int num - ID number of the target state.
Return value
Number of switch items.string getStateTitle(int id)
Returns the title of the material state.Arguments
- int id - The ID of the material state.
Return value
The title of the material state.string getStateTooltip(int id)
Returns the tooltip of the material state.Arguments
- int id - The ID of the material state.
Return value
The tooltip text of the material state.int getStateType(int num)
Returns the type of a given state.Arguments
- int num - ID number of the target state.
Return value
One of the MATERIAL_STATE_* pre-defined variables or -1, if an error occurred.string getTextureGroup(int id)
Returns the group of the material texture.Arguments
- int id - The ID of the material texture.
Return value
The group of the material texture.int isTextureHidden(int id)
Returns a value indicating if a given texture is hidden.Arguments
- int id - ID number of the target texture.
Return value
1 if the texture is hidden; otherwise, 0.string getTextureName(int num)
Returns the name of a given texture.Arguments
- int num - ID number of the target texture.
Return value
Name of the texture.string getTextureTitle(int id)
Returns the title of the material texture.Arguments
- int id - The ID of the material texture.
Return value
The title of the material texture.string getTextureTooltip(int id)
Returns the tooltip of the material texture.Arguments
- int id - The ID of the material texture.
Return value
The tooltip text of the material texture.int getTextureType(int num)
Returns the type of a given texture.Arguments
- int num - ID number of the target texture.
Return value
One of the MATERIAL_TEXTURE_* pre-defined variables or -1, if an error occurred.void setTransparent(int transparent)
Sets a value indicating the transparency type of the material.Arguments
- int transparent - A value indicating if the material is transparent.
- 0 if the material is MATERIAL_TRANSPARENT_NONE
- 1 if the material is MATERIAL_TRANSPARENT_BLEND
- 2 if the material is MATERIAL_TRANSPARENT_DEFERRED
int getTransparent()
Returns a value indicating the transparency type of the material.Return value
0 if the material is MATERIAL_TRANSPARENT_NONE, 1 if the material is MATERIAL_TRANSPARENT_BLEND, 2 if the material is MATERIAL_TRANSPARENT_DEFERRED.void setTwoSided(int sided)
Makes the material one- or two-sided.Arguments
- int sided - Positive number to make the material two-sided, 0 to make it one-sided.
int getTwoSided()
Returns a value indicating if the material is two-sided.Return value
Positive number if the material is two-sided; otherwise, 0.void setViewportMask(int mask)
Sets a bit mask for rendering into the viewport. The material is rendered, if its mask matches the player's one.Arguments
- int mask - Integer, each bit of which is a mask.
int getViewportMask()
Returns the current bit mask for rendering into the viewport. The material is rendered, if its mask matches the player's one.Return value
Integer, each bit of which is a mask.int isWater()
Returns a value indicating if the material is rendered in the water pass.Return value
1 if the material is rendered in the water pass; otherwise, 0.Material clone(string name)
Clones the material.Arguments
- string name - New material name.
Return value
Cloned material.int findParameter(string name)
Searches for a parameter by a name among all parameters of the current material.Arguments
- string name - Name of the parameter.
Return value
ID number of the parameter, if it is found; otherwise, -1.int findParameter(string name, int fast_id)
Searches for a parameter by a name among all parameters of the current material.Arguments
- string name - Name of the parameter.
- int fast_id - Parameter's fast identifier (hash of a name).
Return value
ID number of the parameter, if it is found; otherwise, -1.int findState(string name, int fast_id)
Searches for a state by a name among all states of the current material.Arguments
- string name - Name of the state.
- int fast_id - State's fast identifier (hash of a name).
Return value
ID number of the state, if it is found; otherwise, -1.int findState(string name)
Searches for a state by a name among all states of the current material.Arguments
- string name - Name of the state.
Return value
ID number of the state, if it is found; otherwise, -1.int findTexture(string name, int fast_id)
Searches for a texture by a name among all texture used by the current material.Arguments
- string name - Name of the texture.
- int fast_id - Texture's fast identifier (hash of a name).
Return value
ID number of the texture, if it is found.int findTexture(string name)
Searches for a texture by a name among all texture used by the current material.Arguments
- string name - Name of the texture.
Return value
ID number of the texture, if it is found.Material inherit(string name)
Creates a new material with a specified name and sets the current material as its parent.Arguments
- string name - New material name.
Return value
Inherited material.int loadWorld(Xml xml)
Loads material settings from the Xml.Arguments
- Xml xml - Xml smart pointer.
Return value
1 if the material settings are loaded successfully; otherwise, 0.int restoreState(Stream stream, int forced = 0)
Restores the state of a given material (all of its options, states and parameters) from a binary stream.Arguments
- Stream stream - The stream with saved material data.
- int forced - Forced restoring of material settings.
Return value
1 if the material state is restored successfully; otherwise, 0.int saveState(Stream stream, int forced = 0)
Saves the state of the given material (all of its options, states and parameters) into a binary stream.Arguments
- Stream stream - The stream to save material state data.
- int forced - Forced saving of material settings.
Return value
1 if the material state is saved successfully; otherwise, 0.int saveWorld(Xml xml, int force)
Saves material settings into the Xml.Arguments
- Xml xml - Xml smart pointer.
- int force - Forced saving of material settings.
Return value
1 if the material settings are saved successfully; otherwise, 0.int MATERIAL_PARAMETER_ARRAY
Description
Parameter of this type accepts vec4 data type.int MATERIAL_PARAMETER_COLOR
Description
Parameter of this type requires a color value—a quad of floats corresponding to RGBA color components.int MATERIAL_PARAMETER_COMBINER
Description
Parameter of this type allows you to combine some parameter values in one data type.int MATERIAL_PARAMETER_CONSTANT
Description
Parameter of this type accepts only a constant value.int MATERIAL_PARAMETER_EXPRESSION
Description
Parameter of this type accepts expressions, which may include any operators, functions, and constants from the UnigineScript core library plus additional variable time and functions random() and noise().int MATERIAL_PARAMETER_SLIDER
Description
Parameter of this type accepts values only from a continuous range of allowed values.int MATERIAL_STATE_INT
int MATERIAL_STATE_SWITCH
Description
State of this type allows specifying a set of more than two possible values.int MATERIAL_STATE_TOGGLE
Description
State of this type allows only two possible values.int MATERIAL_TEXTURE_ALPHA_FADE
int MATERIAL_TEXTURE_AUXILIARY
int MATERIAL_TEXTURE_CURRENT_DEPTH
int MATERIAL_TEXTURE_DECAL_ALBEDO
int MATERIAL_TEXTURE_DECAL_DEPTH
int MATERIAL_TEXTURE_DECAL_NORMAL
int MATERIAL_TEXTURE_DECAL_SHADING
int MATERIAL_TEXTURE_DEFERRED_DECAL_MASK
Description
A texture of this type uses a deferred buffer to store decal mask values.int MATERIAL_TEXTURE_DEFERRED_DEPTH
Description
A texture of this type uses a deferred buffer to store depth values.int MATERIAL_TEXTURE_DEFERRED_DIFFUSE
Description
A texture of this type uses a deferred buffer to store diffuse values.int MATERIAL_TEXTURE_DEFERRED_LIGHT
Description
A texture of this type uses a deferred buffer to store light values.int MATERIAL_TEXTURE_DEFERRED_LIGHT_MAP
Description
A texture of this type uses a deferred buffer to store light map values.int MATERIAL_TEXTURE_DEFERRED_NORMAL
Description
A texture of this type uses a deferred buffer to store normal values.int MATERIAL_TEXTURE_DEFERRED_OCCLUSION
Description
A texture of this type uses a deferred buffer to store occlusion values.int MATERIAL_TEXTURE_DEFERRED_REFLECTION
int MATERIAL_TEXTURE_DEFERRED_SPECULAR
Description
A texture of this type uses a deferred buffer to store specular values.int MATERIAL_TEXTURE_DEFERRED_VELOCITY
Description
A texture of this type uses a deferred buffer to store velocity values.int MATERIAL_TEXTURE_ENVIRONMENT
Description
A texture of this type stores an environment cube map.int MATERIAL_TEXTURE_FIELD_HEIGHT_ARRAY
int MATERIAL_TEXTURE_FIELD_SHORELINE_ARRAY
int MATERIAL_TEXTURE_FILTER
Description
A filtering texture.int MATERIAL_TEXTURE_GBUFFER_ALBEDO
int MATERIAL_TEXTURE_GBUFFER_LIGHTMAP
int MATERIAL_TEXTURE_GBUFFER_MATERIAL_MASK
int MATERIAL_TEXTURE_GBUFFER_NORMAL
int MATERIAL_TEXTURE_GBUFFER_SHADING
int MATERIAL_TEXTURE_GBUFFER_VELOCITY
int MATERIAL_TEXTURE_GEODETIC_TOPOLOGY
int MATERIAL_TEXTURE_IMAGE
Description
A standard bitmap image.int MATERIAL_TEXTURE_LIGHT_DEPTH
Description
A texture of this type stores depth values (used to render shadows).int MATERIAL_TEXTURE_LIGHT_IMAGE
Description
A texture of this type stores the light values provided by projected light sources.int MATERIAL_TEXTURE_LIGHT_NOISE
Description
A texture of this type stores 3D noise values (used to render soft shadows).int MATERIAL_TEXTURE_LIGHT_VCUBE
Description
Texture of this type is used to map coordinates of the special 2D depth texture to cube map coordinates.int MATERIAL_TEXTURE_OPACITY_DEPTH
int MATERIAL_TEXTURE_OPACITY_SCREEN
int MATERIAL_TEXTURE_PROCEDURAL
Description
A procedurally generated texture.int MATERIAL_TEXTURE_REFLECTION_2D
int MATERIAL_TEXTURE_REFLECTION_CUBE
int MATERIAL_TEXTURE_REFRACTION
int MATERIAL_TEXTURE_SCATTERING_GROUND_LUT
int MATERIAL_TEXTURE_SCATTERING_SKY_LUT
int MATERIAL_TEXTURE_SCREEN_COLOR
int MATERIAL_TEXTURE_SCREEN_COLOR_OLD
int MATERIAL_TEXTURE_SSAO
int MATERIAL_TEXTURE_SSR
int MATERIAL_TEXTURE_SSR_DEPTH
int MATERIAL_TEXTURE_TRANSPARENT_ENVIRONMENT_PROBE
int MATERIAL_TEXTURE_WBUFFER_CONSTANT_ID
int MATERIAL_TEXTURE_WBUFFER_DIFFUSE
int MATERIAL_TEXTURE_WBUFFER_FOG
int MATERIAL_TEXTURE_WBUFFER_NORMAL
int MATERIAL_TEXTURE_WBUFFER_WATER
int MATERIAL_TEXTURE_WBUFFER_WU_MASK
int MATERIAL_TRANSPARENT_ALPHA_TEST
Description
A transparent material which uses alpha test.int MATERIAL_TRANSPARENT_BLEND
Description
A transparent material which is rendered in forward pass, uses blend func.int MATERIAL_TRANSPARENT_DEFERRED
Description
A transparent material which is rendered in deferred pass upon the deferred geometry into the g-buffer with alpha blend, doesn't use blend func.int MATERIAL_TRANSPARENT_NONE
Description
An opaque material (non-transparent), doesn't use blend func.int MATERIAL_TRANSPARENT_WATER
Description
A transparent material which is rendered in water pass.Last update: 2017-07-03
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