CustomMaterial

consoledoc.h

Material object which provides more control over surface properties.

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Public Attributes

Alternate material for targeting lower end hardware.

bool

Determines if the material should recieve lights in Basic Lighting. Has no effect in Advanced Lighting.

string

Name of the ShaderData to use for this effect.

string

String identifier of this material's target texture.

float

Specifies pixel shader version for hardware.

Detailed Description

Material object which provides more control over surface properties.

CustomMaterials allow the user to specify their own shaders via the ShaderData datablock. Because CustomMaterials are derived from Materials, they can hold a lot of the same properties. It is up to the user to code how these properties are used.

singleton CustomMaterial( WaterBasicMat )
{
   sampler["reflectMap"] = "$reflectbuff";
   sampler["refractBuff"] = "$backbuff";

   cubemap = NewLevelSkyCubemap;
   shader = WaterBasicShader;
   stateBlock = WaterBasicStateBlock;
   version = 2.0;
};

Public Attributes

Material fallback 

Alternate material for targeting lower end hardware.

If the CustomMaterial requires a higher pixel shader version than the one it's using, it's fallback Material will be processed instead. If the fallback material wasn't defined, Torque 3D will assert and attempt to use a very basic material in it's place.

bool forwardLit 

Determines if the material should recieve lights in Basic Lighting. Has no effect in Advanced Lighting.

string shader 

Name of the ShaderData to use for this effect.

GFXStateBlockData stateBlock 

Name of a GFXStateBlockData for this effect.

string Target 

String identifier of this material's target texture.

float version 

Specifies pixel shader version for hardware.

Valid pixel shader versions include 2.0, 3.0, etc.

note:

All features aren't compatible with all pixel shader versions.