GFX.Material¶
Name | Mandatory | Description | Default | Type |
---|---|---|---|---|
⬅️ Input |
The input of this shard is ignored. | None |
||
Output ➡️ |
Outputs the material created as a material object. | GFX.Material |
||
Params |
No | Shader parameters for this drawable | none |
None {GFX.Texture2D GFX.TextureCube Var(GFX.Buffer) [Float4](4) Float4 Float3 Float2 Float Int Int2 Int3 Int4 Var(GFX.Texture2D GFX.TextureCube Var(GFX.Buffer) [Float4](4) Float4 Float3 Float2 Float Int Int2 Int3 Int4)} Var({GFX.Texture2D GFX.TextureCube Var(GFX.Buffer) [Float4](4) Float4 Float3 Float2 Float Int Int2 Int3 Int4 Var(GFX.Texture2D GFX.TextureCube Var(GFX.Buffer) [Float4](4) Float4 Float3 Float2 Float Int Int2 Int3 Int4)}) |
Features |
No | Features to attach to this drawable | none |
None [GFX.Feature] Var([GFX.Feature]) |
This shard creates a material from the given parameters and features.
Details¶
The Params
parameter can accept a table with keys representing the shader parameters for the material and their respective values. For example:
GFX.Material(Params: {
baseColor: @f4(1.0 0.5 0.2 1.0)
roughness: 0.7
metallic: 0.2
emissive: @f3(0.1 0.1 0.1)
normalScale: 1.0
aoStrength: 0.5
})
The Features
parameter can accept a sequence of feature objects, created either with the GFX.Feature
or GFX.BuiltinFeature
shard.