Materials

Materials are used to define the visual properties of rendered objects. Materials specify what shader (TODO) to use to render an object and they allow you to configure that shader. Most commonly you select which textures to use. The most common use case for materials is through meshes (TODO). Each sub-mesh can have its own material.

Material editor

The image above shows the material asset editor. Material assets are often automatically created when you import a mesh asset. For example importing an FBX or OBJ file will not only create a mesh asset, but can additionally create the necessary material and texture assets for you. Unfortunately, this process is not always perfect, so you should always review which assets were created and how.

Physical Properties

Although materials are mainly used to configure the rendering, they can optionally reference a surface, which is used to define physical properties (e.g. friction) and gameplay relevant interactions. Whether the referenced surface is actually used depends on where the material is applied. For instance, on a greyboxing component the material sets up both the graphics and the physics properties, on a mesh component (TODO) it only sets up the rendering and you would need to additionally select a surface for the corresponding collision mesh.

Selecting a Shader

Through the ShaderMode property there are three ways a material can select which shader to use:

If you change the selected shader, you need to transform (Ctrl+E) the material asset for the change to take full effect.

Shader Properties

The Shader Properties section lists all the properties that the selected shader exposes. The 3D viewport will live update for any change you make here.

DefaultMaterial Properties

The DefaultMaterial shader that comes with ez implements a Physically Based Rendering model (PBR), which is the de facto industry standard these days. The details of PBR rendering are beyond the scope of this documentation, if you want to get an understanding of how roughness and metalness are use (see below), please search the internet.

The DefaultMaterial provides these options:

Blend Mode: Defines whether the object will appear opaque or transparent.

For testing transparent materials it may be useful to create an object in a scene and observe it there, where you can place it in front of different backgrounds.

Shading Mode: This mode allows you to select whether objects with this material should receive realistic lighting or should always appear fullly bright. The latter is useful for 2D sprites and UI elements.

Two Sided: If enabled, polygons with this material can be seen from both sides. This is useful for fences, vegetation and other masked geometry that is often represented only by a single polygon but can be looked at from both sides.

MaskThreshold: Used for the Masked blend mode (see above).

UseBaseTexture: If enabled, the Base Texture is used to color the object. This requires proper UV coordinates on the mesh.

Base Color: The base color of the material. When no base texture is used, this is its only color, otherwise it is multiplied into the base texture color.

UseNormalAndRoughnessTexture: If enabled, the shader uses the Normal Texture to apply normal mapping and the Roughness Texture to determine how rough the surface is. These affect the quality of lighting on the objects.

Roughness Value: If no Roughness Texture is given, this is the fallback roughness value to use for lighting. The rougher a material is (value closer to one), the more diffuse the lighting will be (stone, cloth, etc). The smoother the material is (value closer to zero), the more pronounced specular highlights it will have (glass, ceramic).

UseMetallicTexture: If enabled, a dedicated Metallic Texture is used to specify per pixel whether it is a metal or not. In physics, a material is either a metal or not, in computer graphics values in between are allowed and used to blend between the two results.

Metallic Value: If no Metallic Texture is provided, this is the fallback value. Typically this should be 1 for metals and 0 for all other material types.

UseEmissiveTexture: If enabled, the Emissive Texture is used to define per pixel where the material will glow. This is multiplied with the EmissiveColor, so make sure that is not set to black (its default).

EmissiveColor: An additional overall emissive color. If an Emissive Texture is activated, these two colors are multiplied, so you need to set this to white for the texture to have an effect. This is an HDR color, so you can scale up its intensity and thus pronounce the glow even further.

UseOcclusionTexture: If enabled, an OcclusionTexture is used to affect lighting and to pronounce crevices. The effect of this can be very subtle.

Render Modes

The 3D viewport of the material editor allows you to switch render modes to inspect only specific aspects of the material.

See Also