Create Materials

Materials describe the appearance of object surfaces and how they react to light.
Create a Material asset in Evergine Studio
You can create a material click button on 
 from Assets Details panel to deploy a create menu options and click on the option "Create material"

Inspect materials in Asset Details
You can find the material assets in the Assets Details panel when you select a folder in the Project Explorer.

Material files in content directory
The material file has the .wemt extension.

Create a new Material from code
The following sample code can be used to create a new material and apply to an entity in your scene. In that case the material will be created using the StandardEffect effect and the Opaque render layer:
protected override void CreateScene()
{
    var assetsService = Application.Current.Container.Resolve<AssetsService>();
    // Load the effect...
    Effect standardEffect = assetsService.Load<Effect>(EvergineContent.Effects.StandardEffect);
    // Load a Render Layer description...
    RenderLayerDescription layer = assetsService.Load<RenderLayerDescription>(EvergineContent.RenderLayers.Opaque);
    // Create your own material...
    Material material = new Material(standardEffect);
    material.LayerDescription = layer;
    // Apply to an entity
    Entity primitive = new Entity()
            .AddComponent(new Transform3D())
            .AddComponent(new MaterialComponent() { Material = material })  
            .AddComponent(new SphereMesh())
            .AddComponent(new MeshRenderer());
    this.Managers.EntityManager.Add(primitive);
}