Built-in Effects
This section describes the effects included in the 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 lighting disabled and the right material has it enabled. |
IBL enabled |
Indicates that the material reflects the environment of the scene. In the following image, the left material has it disabled while the right material has it enabled. |
Base Color |
Indicates the surface color. |
Alpha |
Indicates the transparency of the surface. Note: This parameter requires setting the LayerDescription property to Alpha or a layer with blend mode enabled. |
Vertex Color |
Indicates that 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 the Base Color Texture. |
UVOffsets 0 |
Texcoord UV offset added to the vertex texcoord data of the mesh. Note: You can create interesting material effects by 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 dielectric surfaces. 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 defining multiple roughness and metallic values to the surface area instead of a constant roughness/metallic value for the whole surface. Note: Metallic value is in the blue channel and Roughness is in the green channel. |
MetalRoughness Sampler |
Sampler used by the MetalRoughness texture. |
Normal
Property |
Description |
Normal Texture |
This texture allows simulating more details without using more polygons. |
Normal Sampler |
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 |
Emissive Color |
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 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. Available values: Lightmap, Multiplicative, Additive, Mask. |
UV Offsets 1 |
UV Coord offset applied 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 the Distortion effect inside the Default postprocessing effect.
Property |
Description |
RenderLayer |
Defines the RenderLayer used by the material. |
Intensity |
Defines the intensity of the distortion. |
Distortion Texture |
The texture used with the distortion. |
Sampler |
Sampler used by the Distortion texture. |