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Setting Up Materials
The multi-purpose Parameters window provides access to all available parameters of the selected material.
As well as for nodes, UnigineEditor allows multi-selection editing for materials. Select several materials in the Materials Hierarchy window and tweak the required settings. For example, you can specify transparency options for several materials at once and then adjust other settings of each particular material (e.g., specify albedo color, roughness, transparency multiplier and so on).
The selected user materials inherited from the different base materials can also be edited: only settings that are common for all the selected materials will be visible in the Parameters window.
Preview Panel and Material Name
The selected material is shown as applied to a sphere in the Preview Panel. You can rotate the sphere with a mouse, holding the left button pressed, and scale it with the mouse wheel.
The selected material is also previewed in the Asset Browser.
A name of the selected material is displayed to the left of the Preview Panel. It is editable, so you can rename the material.
The Common tab contains common material settings. These settings are the same for almost all materials except the water_global_base and water_mesh_base ones.
This section contains transparency settings:
This section contains common material options:
|Rendering order||Sort order used when rendering transparent objects with alpha blending. Transparent objects should be set the lowest order numbers and thus rendered first, while opaque objects should be set the highest order numbers to be rendered last.|
|Polygon offset||Polygon offset level used for the material. This parameter is used to eliminate z-fighting for distant objects in cases of insufficient depth buffer resolution.|
|Shadow mask||A shadow mask of the material. A surface, having this material assigned, casts shadows from a light source, if its shadow mask and the material shadow mask match the mask of a light source (one bit, at least).|
|Viewport mask||A viewport mask of the material. A surface, having this material assigned, will be rendered into a viewport, if its viewport mask and the material viewport mask match the viewport mask of the camera (one bit, at least).|
|Two sided||Render polygons, to which the material is applied, two times per lighting pass. The option should be disabled to gain performance, if there is no need to render both sides of the polygons.|
|Depth test||Toggle depth testing for the material on and off. This can be used to make objects occluded by others visible (e.g. a character behind a wall).|
|Cast shadow||Render polygons, to which the material is applied, casting shadows from omni, projected or cubemap light sources.|
|Cast world shadow||Render polygons, to which the material is applied, casting shadows from world light sources.|
The States tab contains a set of flags that will be used for a shader corresponding to the material.
A set of states can differ depending on the base material. States define a set of textures and parameters of the material. Detailed descriptions of states for each particular material are available in the corresponding article of the Built-In Base Materials section
The Textures tab contains paths to textures used by the material.
A set of textures can differ depending on the base material and the states enabled for the selected material. Detailed descriptions of textures for each particular material are available in the corresponding article of the Built-In Base Materials section.
The Parameters tab contains parameters associated with the available states.
A set of parameters can differ depending on the base material and the states enabled for the selected material. Detailed descriptions of parameters for each particular material are available in the corresponding article of the Built-In Base Materials section