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Material object which provides more control over surface properties. More...
Public Attributes | |
Material | fallback |
Alternate material for targeting lower end hardware. | |
bool | forwardLit |
Flags this material as needing lights for forward rendering. | |
string | shader |
Name of a GFXShaderData for this effect. | |
GFXStateBlockData | stateBlock |
Name of a GFXStateBlockData for this effect. | |
string | target |
String identifier of this material's target texture. | |
float | version |
Specifies pixel shader version for hardware, such as 2.0, 3.0, etc. |
Material object which provides more control over surface properties.
CustomMaterials allow the user to specify their own shaders via the ShaderData datablock CustomMaterials are derived from Materials, so they can hold a lot of the same properties, but it is up to the user to code how these properties are used.
singleton CustomMaterial( WaterBasic ) { sampler["reflectMap"] = "$reflectbuff"; sampler["refractBuff"] = "$backbuff"; cubemap = NewLevelSkyCubemap; shader = WaterBasicShader; stateBlock = WaterBasicStateBlock; version = 2.0; };
Alternate material for targeting lower end hardware.
Flags this material as needing lights for forward rendering.
string CustomMaterial::shader |
Name of a GFXShaderData for this effect.
Name of a GFXStateBlockData for this effect.
string CustomMaterial::target |
String identifier of this material's target texture.
float CustomMaterial::version |
Specifies pixel shader version for hardware, such as 2.0, 3.0, etc.