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    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.
    Light off/on
    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.
    IBL off/on
    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.
    Alpha values
    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.
    Metallic values
    Roughness Defines the smoothness or roughness of the surface. The value is between 0.0 and 1.0.
    Roughness values
    Reflectance Fresnel reflectance at normal incidence for dielectric surfaces. This replaces an explicit index of refraction.
    Reflectance values
    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.

    Metal Roughness

    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.
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