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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Setting Up Materials

The multi-purpose Parameters window provides access to all available parameters of the selected material.

Parameters Window with Material Settings

Notice
If the window isn't opened, choose Windows -> Add Parameters in the main menu.

Via this window, you can change a name of the selected material, set up its transparency, rendering into the viewport, rendering of shadows, specify states, textures, and parameters of the material.

Notice
  • Only user materials can be modified via this window. Settings of base and manual materials are read-only.
  • All changes to materials are saved automatically as you make them.

Multi-Selection Editing

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.

Displaying Materials in Preview Panel

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.

Common Tab

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.

Common Tab

Transparency

Notice
The water-related materials don't require transparency settings as water is always rendered as a transparent object.

This section contains transparency settings:

Preset Blending presets. One of the following can be selected:
  • Opaque
  • Alpha test
  • Alpha blend
  • Additive
  • Multiplicative
  • Custom
Src Option used to scale the source color (the color of an overlaying material). Available only when Custom preset is selected.
Dest Option used to scale the destination color (the color of an obscured material). Available only when Custom preset is selected.
Depth Write Toggles writing in the depth buffer for the material on and off. This option can be used for transparent objects to prevent them from obstructing the others. With this option enabled the inner part of a transparent object won't be rendered if the outside surface was rendered first. The same can happen to a concave object.
Overlap Render polygons, to which the material is applied, on the top of the render. This can be used for UI elements.

Options

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.

States Tab

The States tab contains a set of flags that will be used for a shader corresponding to the material.

States Tab

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

Textures Tab

The Textures tab contains paths to textures used by the material.

Textures Tab

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.

Parameters Tab

The Parameters tab contains parameters associated with the available states.

Parameters Tab

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

Video Tutorial: Materials

Last update: 2018-04-26
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