Under Materials in the Resource menu, you can configure detailed settings for materials.
Right-click in the material list to view.
This is a preview screen of the material.
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This section provides detailed material settings.
[Back Face Culling] The back side of the mesh is not rendered. (Normally, this setting is used.)
[Double Sided] Render both sides of the mesh. (Use this setting when you want both sides of the mesh to be rendered, for example, for grass.)
[Front Face Culling] The front side of the mesh is not rendered.
[Invisible] Does not render the mesh.
2dmap_skybox | Render the skybox with a 2D texture for a spherical map. |
a_n | Render opacity. Physics-based shading, Albedo <Color>, Normal <Normal> |
a_n_discard | Render opacity. Physics-based shading, Albedo <Color>, Normal <Normal>, Discard Alpha |
a_n_rm | Render opacity. Physics-based shading, Albedo <Color>, Normal <Normal>, Mask <Roughness (Green), Metallic (Blue), Emissive (Red), Specular (Alpha)> |
a_n_rm_discard | Render opacity. Physics-based shading, Albedo <Color>, Normal <Normal>, Mask <Roughness (Green), Metallic (Blue), Emissive (Red), Specular (Alpha)>, Discard Alpha |
a_n_rm_sss_discard | This shader includes SSS elements in a_n_rm_discard. |
a_n_rm_wind_discard | This shader adds vertex animation by wind to a_n_rm_discard. |
a_n_wind_discard | This shader adds vertex animation by wind to a_n_discard. |
character_create_hair | Hair shader for characters. Overlay composite of vertex color and parameter hair color. |
character_create_skin | Skin shader for characters. Places parts such as eyes and mouth based on parameters from vertex coordinates. |
cubemap_skybox | Render the skybox with a cube texture for a spherical map. |
glass | Environment maps can be rendered as reflective, glass-like textures. Rendered as translucent. No lighting is performed. |
map | It is a physics-based extension of the shader for non-physics-based rendering. Performs opaque rendering. |
map_discard | Based on the map shader, discard alpha (non-transparent) is performed. For example, the effect of leaves. Rendered as opaque. |
map_nolit | This shader does not perform lighting and does not apply an environment map; the color of the texture remains the same. It renders as opaque. |
map_nolit_add | No lighting or environment map is applied, and the texture is blended with the color of the texture as it is by add. It is rendered as translucent. |
map_nolit_alpha | No lighting or environment map is applied, and the texture is composited with the texture's alpha value, leaving the texture's color as it is. It is rendered as translucent. |
map_nolit_discard | Based on the map_nolit shader, discard alpha (non-transparent). Rendered as opaque. |
map_nolit_modulate | No lighting or environment map is applied, and the texture is blended by modulate with the color of the texture. Rendered as translucent. |
map_notex | Displays polygons using only vertex colors, without textures. Physics-based shading. Rendered as opaque. |
map_wind_discard | This shader adds vertex animation by wind to map_discard. |
transparent_normal _water | Use the normal map to express the surface of the water. The result of the back rendering is used for the refraction representation. |