ScatterMaterialType
The contents of the Material {}
node can very greatly and depend on the value assigned to materialType
Diffuse #
Material
{
color = Color, default is 1,1,1,1
mainTex = Texture, default is white
mainTexScale = vector2
mainTexOffset = vector2
}
BumpedDiffuse #
Material
{
color = Color, default is 1,1,1,1
mainTex = Texture, default is white
mainTexScale = vector2
mainTexOffset = vector2
bumpMap = Texture, default is "bump"
bumpMapScale = vector2
bumpMapOffset = vector2
}
DiffuseDetail #
Material
{
color = Color, default is 1,1,1,1
mainTex = Texture, default is white
mainTexScale = vector2
mainTexOffset = vector2
detail = Texture, default is "gray"
detailScale = vector2
detailOffset = vector2
}
DiffuseWrapped #
Material
{
color = Color, default is 1,1,1,1
mainTex = Texture, default is white
mainTexScale = vector2
mainTexOffset = vector2
diff = Float, default is 2
}
CutoutDiffuse #
Material
{
color = Color, default is 1,1,1,1
mainTex = Texture, default is white
mainTexScale = vector2
mainTexOffset = vector2
cutoff = Float, default is 0.5
}
AerialCutout #
Material
{
color = Color, default is 1,1,1,1
mainTex = Texture, default is white
mainTexScale = vector2
mainTexOffset = vector2
texCutoff = Float, default is 0.5
fogColor = Color, default is 0,0,1,1
heightFallOff = Float, default is 1
globalDensity = Float, default is 1
atmosphereDepth = Float, default is 1
}
Standard #
Material
{
color = Color, default is 1,1,1,1
mainTex = Texture, default is white
mainTexScale = vector2
mainTexOffset = vector2
cutoff = Float, default is 0.5, Alpha Cutoff
glossiness = Float, default is 0.5, smoothness
glossMapScale = Float, default is 1
smoothnessTextureChannel = TextureChannel, default is 0
metallic = Float, default is 0
metallicGlossMapScale = Vector2
metallicGlossMapOffset = Vector2
specularHighlights = Boolean, default is true
glossyReflections = Boolean, default is true
bumpScale = Float, default is 1
bumpMap = Texture, default is "bump"
bumpMapScale = vector2
bumpMapOffset = vector2
parallax = Float, default is 0.02, height scale
parallaxMap = Texture, default is black
parallaxMapOffset = Vector2
occlusionStrength = Float, default is 1
occlusionMap = Texture, default is white
occlusionMapScale = Vector2
occlusionMapOffset = Vector2
emissionColor = Color, default is 0,0,0,1
emissionMap = Texture, default is white
emissionMapScale = Vector2
emissionMapOffset = Vector2
detailMask = Texture, default is white
detailMaskOffset = Vector2
detailMaskScale = Vector2
detailAlbedoMap = Texture, default is grey
detailAlbedoMapOffset = Vector2
detailAlbedoMapScale = Vector2
detailNormalMap = Texture, default is bump
detailNormalMapScale = Vector2
detailNormalMapOffset = Vector2
UVSec = UvSet, default is 0
mode = BlendMode, default is 0
srcBlend = Float, default is 1
dstBlend = Float, default is 0
ZWrite = Float, default is 0
}