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
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 with a given 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 findState (string name)
Searches for a state with a given 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)
Searches for a texture with a given 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; otherwise, -1.int getAlphaTest ()
Returns a value indicating if alpha testing is enabled for the material.Return value
Positive number if alpha testing is 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.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.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.int getCastTranslucent ()
Returns a value indicating if the material is translucent. If it is, it will let the light through itself and will not cast shadows.Return value
Positive number if the material is translucent; otherwise, 0.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 id)
Returns a child material with a given number.Arguments
- int id - 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 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 getDownsize ()
Returns a value indicating if a transparent surface is rendered into a full-sized or downsized buffer. The default is not to use this optimization.Return value
One of the MATERIAL_DOWNSIZE_* variables if a material is rendered into one of the downsized buffers; otherwise, 0.int getGlowMask ()
Returns a value indicating if the material uses a glow mask.Return value
Positive number if the glow mask is used; otherwise, 0.int getGroup ()
Returns a rendering group of the material. The default value is 0.Return value
Group ID number.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 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.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.int getLightBlending ()
Returns a value indicating if the Light Blending option is enabled for the material.Return value
1 if the Light Blending option is enabled; otherwise, 0.int getLightMask ()
Returns a light mask of the material. The material is illuminated by a light source, if they both have corresponding masks. The default is ~0.Return value
Integer, each bit of which is a mask.string getName ()
Returns the material name.Return value
Name of the material.int getNumChilds ()
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.int getOcclusionMask ()
Returns a value indicating if the material uses an occlusion mask.Return value
1 if the occlusion mask is used; otherwise 0.int getOffset ()
Returns the polygon offset used for the material.Return value
Offset in levels.int getOrder ()
Returns the rendering order of materials (the priority of the material rendering inside the group).Return value
Rendering order.int getParallaxMask ()
Returns a value indicating if the material uses a parallax mask.Return value
Positive number if the parallax mask is used; otherwise, 0.void getParameterArray (int id, int values)
Returns the values of a given array parameter.Arguments
- int id - ID number of the target parameter.
- int values - ID of the returned vec4 array.
int getParameterColorSRGB (int num)
Returns a value indicating if a given parameter uses automatic conversion to sRGB inside the render.Arguments
- int num - Number of the target parameter in range from 0 to the total number of material parameters.
Return value
1 if the parameter uses automatic conversion to sRGB; 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 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.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.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 getParameterType (int id)
Returns the type of a given parameter.Arguments
- int id - ID number of the target parameter.
Return value
One of the MATERIAL_PARAMETER_* pre-defined variables or -1, if an error occurred.vec4 getParameter (variable variable)
Returns the value of a given parameter.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.Material getParent ()
Returns the parent material.Return value
Parent material or NULL (0), if the current material has no parent.int getPostDeferred ()
Returns a value indicating if a surface with this material is rendered after the deferred pass or before it.Return value
Positive number if the surfaces are rendered after the deferred pass; otherwise, 0.int getPostRefraction ()
Returns a value indicating if a surface with this material is rendered after the refraction pass or before it.Return value
Positive number if the surfaces are rendered after the refraction pass; otherwise, 0.int getPostScattering ()
Returns a value indicating if a surface with this material is rendered after the scattering pass or before it.Return value
Positive number if the surfaces are rendered after the scattering pass; otherwise, 0.int getProceduralTextureImage (int id, 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 id - 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 getReceiveShadow ()
Returns a value indicating if an object with the material applied should receive shadows.Return value
Positive number if shadows should be received; otherwise, 0.int getReceiveTranslucent ()
Returns a value indicating if the material is receiving translucent shadows.Return value
Positive number if the material is receiving translucent shadows; otherwise, 0.int getReceiveWorldShadow ()
Returns a value indicating if an object with the material applied should receive shadows created by the world light.Return value
Positive number if shadows should be received; otherwise, 0.string getStateName (int id)
Returns the name of a given state.Arguments
- int id - ID number of the target state.
Return value
Name of the state.string getStateSwitchItem (int state, int item)
Returns a string value for a switch item of a given state.Arguments
- int state - 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 id)
Returns the number of switch items of a given state.Arguments
- int id - ID number of the target state.
Return value
Number of switch items.int getStateType (int id)
Returns the type of a given state.Arguments
- int id - ID number of the target state.
Return value
One of the MATERIAL_STATE_* pre-defined variables or -1, if an error occurred.int getState (variable variable)
Returns the value of the given state.Arguments
- variable variable - State to be updated. It can either be:
- int - ID number of the target state.
- string - name of the target state.
Return value
State value.string getTextureName (int id)
Returns the name of a given texture.Arguments
- int id - ID number of the target texture.
Return value
Name of the texture.int getTextureType (int id)
Returns the type of a given texture.Arguments
- int id - ID number of the target texture.
Return value
One of the MATERIAL_TEXTURE_* pre-defined variables or -1, if an error occurred.int getTwoSided ()
Returns a value indicating if the material is two-sided.Return value
Positive number if the material is two-sided; otherwise, 0.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.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 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 isHidden ()
Returns a value indicating if the material is hidden.Return value
1 if the material is hidden; otherwise, 0.int isOpacity ()
Checks if alpha blending is set for the material or if it is opaque.Return value
1 if a material is opaque; 0 if alpha blending is used.int isParameterHidden (int id)
Returns a value indicating if a given parameter is hidden.Arguments
- int id - ID number of the target parameter.
Return value
1 if the parameter is hidden; otherwise, 0.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 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.int isReflectionCube ()
Returns a value indicating if the material has cube reflection texture.Return value
Returns 1 if the material has cube reflection texture; otherwise, 0.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.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.int isTransparent ()
Returns a value indicating if the material uses alpha blending.Return value
1 if alpha blending is used; otherwise, 0.int restoreState (Stream stream)
Restores the state of a given material (all of its options, states and parameters) from a binary stream.Arguments
- Stream stream - Stream with saved material state data.
Return value
1 if material state is successfully restored; otherwise, 0.int saveState (Stream stream)
Saves the state of a given material (all of its options, states and parameters) into a binary stream.Arguments
- Stream stream - Stream to save material state data.
Return value
1 if material state is successfully saved; otherwise, 0.void setAlphaTest (int mode)
Updates a value indicating if alpha testing is enabled for the material.Arguments
- int mode - Positive number to enable alpha testing, 0 to disable.
void setBlendFunc (int source, int destination)
Sets blend modes for the source and destination colors.Arguments
- int source - Blend mode (one of the MATERIAL_BLEND_* variables) for the source color.
- int destination - Blend mode (one of the MATERIAL_BLEND_* variables) for the destination color.
void setCastShadow (int mode)
Updates a value indicating if an object with the material applied should cast shadows.Arguments
- int mode - Positive number to cast shadows, 0 not to cast.
void setCastTranslucent (int mode)
Enables or disables translucency of the material. If the material is translucent, it will let the light through itself and will not cast shadows.Arguments
- int mode - Positive number to enable translucency, 0 to disable.
void setCastWorldShadow (int mode)
Updates a value indicating if an object with the material applied should cast shadows created by the world light.Arguments
- int mode - Positive number to cast shadows, 0 not to cast.
void setDepthMask (int mode)
Updates a value indicating if the material uses a depth mask.Arguments
- int mode - Positive number to use the depth mask, 0 not to use.
void setDownsize (int downsize)
Updates a value indicating if a transparent surface should be rendered into a smaller buffer. The default is not to use this optimization.Arguments
- int downsize - Positive number to render a material into a smaller buffer; 0 to use a full-sized one.
void setGlowMask (int mode)
Updates a value indicating if the material uses a glow mask.Arguments
- int mode - Positive number to use the glow mask, 0 not to use.
void setGroup (int group)
Set a new rendering group to the material. Up to 8 groups are available. The higher the group, the lower the rendering priority.Arguments
- int group - New rendering group ID.
void setImageTextureFlags (int num, int flags)
Sets the flags on the image texture.Arguments
- int num - ID number of the target texture.
- int flags - A flags mask.
int setImageTextureImage (int id, Image image, int dynamic)
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.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.
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 setLightBlending (int mode)
Updates a value indicating if the Light Blending option is enabled for the material. This option changes the current material blending mode, so it will be rendered during light rendering passes.Arguments
- int mode - 1 to enable the Light Blending option, 0 to disable it.
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.
void setOcclusionMask (int mode)
Updates a value indicating if the material uses an occlusion mask.Arguments
- int mode - 1 to use the occlusion mask; 0 not to use.
void setOffset (int offset)
Updates the polygon offset of the material. The default value is 0. Polygon offset is useful to prevent a Z-fighting effect.Arguments
- int offset - Material offset in levels. Available values: 0 - 1024 (powers of 2).
void setOrder (int order)
Updates the rendering order of material. The default value is 0. 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.
void setParallaxMask (int mode)
Updates a value indicating if the material uses a parallax mask.Arguments
- int mode - Positive number to use the parallax mask, 0 not to use.
void setParameterArray (int id, int values)
Updates the values of a given array parameter.Arguments
- int id - ID number of the target parameter.
- int values - ID of the 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.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.
void setParameter (variable variable, vec4 value)
Updates the value of a given parameter.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 value - New value of the parameter.
void setPostDeferred (int enable)
Updates a value indicating if a surface with this material should be rendered after the deferred pass or before it.Arguments
- int enable - Positive number to render the surfaces after the deferred pass; otherwise, 0.
void setPostRefraction (int enable)
Updates a value indicating if a surface with this material should be rendered after the refraction pass.Arguments
- int enable - Positive number to render the surfaces after the refraction pass; otherwise, 0.
void setPostScattering (int enable)
Updates a value indicating if a surface with this material should be rendered after the scattering pass or before it.Arguments
- int enable - Positive number to render the surfaces after the scattering pass; otherwise, 0.
int setProceduralTextureImage (int id, 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 id - 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.void setReceiveShadow (int mode)
Updates a value indicating if an object with the material applied should receive shadows.Arguments
- int mode - Positive number to receive shadows, 0 not to receive.
void setReceiveTranslucent (int mode)
Enables or disables receiving of translucent shadows of the material.Arguments
- int mode - Positive number to enable receiving of translucent shadows, 0 to disable.
void setReceiveWorldShadow (int mode)
Updates a value indicating if an object with the material applied should receive shadows created by the world light.Arguments
- int mode - Positive number to receive shadows, 0 not to receive.
void setState (variable variable, int value)
Updates the value of the given state.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 - New value of the state.
void setTwoSided (int mode)
Makes the material one- or two-sided.Arguments
- int mode - Positive number to make the material two-sided, 0 to make it one-sided.
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 MATERIAL_ANISOTROPY
Description
An anisotropy effect is applied to the material.int MATERIAL_BLEND_DEST_ALPHA
Description
Components of each material color are multiplied by bA .int MATERIAL_BLEND_DEST_COLOR
Description
Components of each material color are multiplied by these factors (per component): (bR, bG, bB, bA) .int MATERIAL_BLEND_NONE
Description
No blending is used.int MATERIAL_BLEND_ONE
Description
Components of each material color are multiplied by one.int MATERIAL_BLEND_ONE_MINUS_DEST_ALPHA
Description
Components of each material color are multiplied by 1- bA .int MATERIAL_BLEND_ONE_MINUS_DEST_COLOR
Description
Components of each material color are multiplied by these factors (per component): (1 - bR, 1 - bG, 1 - bB, 1 - bA) .int MATERIAL_BLEND_ONE_MINUS_SRC1_ALPHA
Description
Option for dual-source color blending (used by light scattering). Components of each material color are multiplied by 1- mA of the second color output form a pixel shader.int MATERIAL_BLEND_ONE_MINUS_SRC1_COLOR
Description
Option for dual-source color blending (used by light scattering). Components of each material color are multiplied by the second color output form a pixel shader: (1 - mR, 1 - mG, 1 - mB, 1 - mA).int MATERIAL_BLEND_ONE_MINUS_SRC_ALPHA
Description
Components of each material color are multiplied by 1- mA .int MATERIAL_BLEND_ONE_MINUS_SRC_COLOR
Description
Components of each material color are multiplied by these factors (per component): (1 - mR, 1 - mG, 1 - mB, 1 - mA) .int MATERIAL_BLEND_SRC1_ALPHA
Description
Option for dual-source color blending (used by light scattering). Components of each material color are multiplied by mA of the second color output form a pixel shader.int MATERIAL_BLEND_SRC1_COLOR
Description
Option for dual-source color blending (used by light scattering). Components of each material color are multiplied by the second color output form a pixel shader: (mR, mG, mB, mA).int MATERIAL_BLEND_SRC_ALPHA
Description
Components of each material color are multiplied by mA .int MATERIAL_BLEND_SRC_COLOR
Description
Components of each material color are multiplied by these factors (per component): (mR, mG, mB, mA) .int MATERIAL_BLEND_ZERO
Description
Components of each material color are multiplied by zero.int MATERIAL_DOWNSIZE_ALWAYS_FILTER
Description
This option is designed for faster rendering of volumetric clouds. Transparent materials are rendered into a down-scaled buffer; after that, they are filtered (with a box filter) for smoother result, and rendered at the scene background, behind all other objects. If this option is enabled for volumetric clouds, the camera can no longer fly through them.int MATERIAL_DOWNSIZE_ALWAYS_SCALE
Description
This option is designed for faster rendering of volumetric clouds. Transparent materials are rendered into a down-scaled buffer; after that, they are rendered at the scene background, behind all other objects. If this option is enabled for volumetric clouds, the camera can no longer fly through them.int MATERIAL_DOWNSIZE_FORWARD_FILTER
Description
This option is designed for faster rendering of water (mainly on mobile devices). Transparent materials are rendered into a down-scaled buffer and filtered (with a box filter) for a smoother result, based on the object geometry as a background layer for composing.int MATERIAL_DOWNSIZE_FORWARD_SCALE
Description
This option is designed for faster rendering of water (mainly on mobile devices). Transparent materials are rendered into a down-scaled buffer, based on the object geometry as a background layer for composing.int MATERIAL_DOWNSIZE_GREATER_FILTER
Description
Transparent materials are rendered into a down-scaled buffer and filtered (with a box filter) for a smoother result.int MATERIAL_DOWNSIZE_GREATER_SCALE
Description
Transparent materials are rendered into a down-scaled buffer. This is needed for faster rendering without big quality degradation.int MATERIAL_DOWNSIZE_NONE
Description
Transparent materials are rendered into a full-sized buffer. No kind of optimization is applied.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_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_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_DEFERRED_COLOR
Description
A texture of this type uses a deferred buffer to store diffuse values.int MATERIAL_TEXTURE_DEFERRED_DEPTH
Description
A texture of this type uses a deferred buffer to store depth values.int MATERIAL_TEXTURE_DEFERRED_LIGHT
Description
A texture of this type uses a deferred buffer to store light values.int MATERIAL_TEXTURE_DEFERRED_NORMAL
Description
A texture of this type uses a deferred buffer to store normal and specular values.int MATERIAL_TEXTURE_DEFERRED_PARALLAX
Description
A texture of this type uses a deferred buffer to store parallax offset values.int MATERIAL_TEXTURE_DOWNSIZE
Description
A texture of this type is downsized.int MATERIAL_TEXTURE_ENVIRONMENT
Description
A texture of this type stores an environment cube map.int MATERIAL_TEXTURE_FILTER
Description
A filtering texture.int MATERIAL_TEXTURE_IMAGE
Description
A standard bitmap image.int MATERIAL_TEXTURE_LIGHT_COLOR
Description
A texture of this type stores light color values obtained after the light passes applying for translucent objects.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_PROCEDURAL
Description
A procedurally generated texture.int MATERIAL_TEXTURE_REFLECTION_2D
Description
A texture of this type is used to render 2D reflections.int MATERIAL_TEXTURE_REFLECTION_CUBE
Description
A texture of this type is used to render cube-mapped reflections.int MATERIAL_TEXTURE_SCREEN_COLOR
Description
A texture of this type stores screen buffer for a current frame (it is used solely for rendering on mobile devices).int MATERIAL_TEXTURE_SCREEN_DEPTH
Description
A texture of this type stores depth values for a current frame (it is used solely for rendering on mobile devices).int MATERIAL_WRAP_CLAMP_X
Description
A texture is clamped by the specified value on the X axis.int MATERIAL_WRAP_CLAMP_Y
Description
A texture is clamped by the specified value on the Y axis.int MATERIAL_WRAP_CLAMP_Z
Description
A texture is clamped by the specified value on the Z axis.Last update: 03.07.2017
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