CustomMaterial¶
Material object which provides more control over surface properties.
- Inherit:
- Material
Description¶
CustomMaterials allow the user to specify their own shaders via the ShaderData datablock. Because CustomMaterials are derived from Materials, they can hold a lot of the same properties. It is up to the user to code how these properties are used.
Example:
singleton CustomMaterial( WaterBasicMat )
{
sampler["reflectMap"] = "$reflectbuff";
sampler["refractBuff"] = "$backbuff";
cubemap = NewLevelSkyCubemap;
shader = WaterBasicShader;
stateBlock = WaterBasicStateBlock;
version = 2.0;
};
Fields¶
-
Material
CustomMaterial::
fallback
¶ Alternate material for targeting lower end hardware. If the CustomMaterial requires a higher pixel shader version than the one it’s using, it’s fallback Material will be processed instead. If the fallback material wasn’t defined, Torque 3D will assert and attempt to use a very basic material in it’s place.
-
bool
CustomMaterial::
forwardLit
¶ Determines if the material should recieve lights in Basic Lighting. Has no effect in Advanced Lighting.
-
string
CustomMaterial::
shader
¶ Name of the ShaderData to use for this effect.
-
GFXStateBlockData
CustomMaterial::
stateBlock
¶ 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. Valid pixel shader versions include 2.0, 3.0, etc.