Built-in Effects
In this section are described the effects included in Evergine.Core package
Standard Effect
| Property | 
Description | 
| Lighting enabled | 
Indicates that the material interacts with the lights of the scene. In the following image the left material has disabled ligth and the right material has it enabled     | 
| IBL enabled | 
Indicates that the material reflects the enviroment of the scene. In the following image the left material has disabled it while the right material has it enabled     | 
| Base Color | 
Indicates the surface color. | 
| Alpha | 
Indicates the transparent of the surface. Note. This parameter requires set the LayerDescription property to Alpha or a layer with blend mode enable     | 
| Vertex Color | 
Indicates the surface color will be read from vertex data of the mesh. | 
| Base Color Texture | 
Albedo texture to define the color of the surface. | 
| Base Color Sampler | 
Albedo texture sampler used by Base Color Texture. | 
| UVOffsets 0 | 
Texcoord UV offset added to the vertex texcoord data of the mesh. Note. You can create interesting material effect only animating this parameter. | 
| Metallic | 
Indicates how "metal-like" the surface is. Its value is between [0-1]. In the following image you can see the result with different values.     | 
| Roughness | 
Defines the smoothness or roughness of the surface. The value is between 0.0 and 1.0     | 
| Reflectance | 
Fresnel reflectance at normal incidence for dieletrice surface. This replaces an explicit index of refraction.     | 
| Reference Alpha | 
Threshold alpha value. | 
| Alpha Cutout | 
Discard pixels when alpha value is less than the specified value. | 
| AllowInstancing | 
Indicates whether this material allows instancing draw. | 
| OrderBias | 
This value is used to modify the rendering order of the meshes | 
| LayerDescription | 
Defines the RenderLayer used by the material. | 
| Property | 
Description | 
| MetalRoughness Texture | 
This texture allows to define multiples roughness and metallic values to the surface area instead a constant roughness/metallic value for all surface. Note. the Metallic value is (blue channel) and Roughness is (green channel). | 
| MetalRoughness Sampler | 
Sampler used by the MetalRoughness texture. | 
Normal
| Property | 
Description | 
| Normal Texture | 
This texture allows to simulate more details without using more polygons. | 
| Normal Smapler | 
Sampler used by the Normal texture. | 
Ambient occlusion
| Property | 
Description | 
| Occlusion Texture | 
Defines how much of the ambient light is accessible to a surface point. It is a per-pixel shadowing factor between 0.0 and 1.0. | 
| Occlusion Sampler | 
Sampler used by the Occlusion Texture. | 
Emissive
| Property | 
Description | 
| EmissiveColor | 
Additional diffuse color to simulate emissive surfaces (such as neons, etc.) This parameter is mostly useful in an HDR pipeline with a bloom pass. | 
| Emissive Compensation | 
The exposure compensation value of the emissive property can be used to force the emissive color to be brighter (positive values) or darker (negative values) than the current exposure. | 
| Emissive Texture | 
Additional diffuse albedo to simulate emissive surfaces (such as neons, etc.) This parameter is mostly useful in an HDR pipeline with a bloom postprocessing effect. | 
| Emissive Sampler | 
Sampler used by the Emissive texture. | 
Clear Coat
| Property | 
Description | 
| ClearCoat | 
Strength of the clear coat layer. Scalar between 0 and 1 | 
| ClearCoat Roughness | 
Perceived smoothness or roughness of the clear coat layer. Scalar between 0 and 1. | 
| ClearCoat Normal Texture | 
Normal map texture that affects to the clear coat layer. | 
| ClearCoat Normal Sampler | 
Sampler used by the Clear Coat Normal texture. | 
Dual Texture
| Property | 
Description | 
| Dual Texture Blend | 
Blend mode between Base Color and 2nd Base Color. Availables values: Lightmap, Multiplicative, Additive, Mask. | 
| UV Offsets 1 | 
UV Coord offset apply to the 2nd UV coords on the vertex format. | 
| 2nd Base Color Texture | 
Texture used with the 2nd UV coords set on the vertex format. | 
| 2nd Base Color Sampler | 
Sampler used by the 2nd Base Color texture | 
Distortion Effect
This effect requires to use Distortion effect inside of Default postprocessing effect)
| Property | 
Description | 
| RenderLayer | 
Defines the RenderLayer used by the material. | 
| Intensity | 
Define the intensity of the distortion. | 
| Distortion Texture | 
The texture used with the distortion | 
| Sampler | 
Sampler used by the Distortion texture. |