Material maps
IntermediateArtistProgrammer Material maps calculate how materials are rendered. They can use two kinds of values: color (RGB) values or scalar (single float) values. material layers) Material maps can fetch values using one of several providers:
- Vertex stream: a value taken from mesh attributes
- Binary operator: a combination of any other two providers
- Float4 / Float: a constant value
- Color: a hex color value
- Shader: a value provided by a ComputeColor shader. This lets you use procedural values
- Texture: a value sampled from a textureTo choose the provider, click (Replace) and select it from the drop-down menu:
Vertex stream
This provider takes a value from an attribute of the mesh of the model you apply the material to. Color Vertex Stream and Custom Vertex Stream. To switch between them, with Vertex Stream selected as the provider, click (Replace) and choose the mode you want to use.Color vertex stream
Takes a color value from the mesh.Custom vertex stream
Takes a value from the mesh channel you specify.Binary operator
Perform a binary operation from two color/scalar value providers. You can nest as many material maps inside binary operators as you need (including further binary operators). (Replace) and select from the drop-down menu. The operations are similar to options when blending layers in Photoshop.Result = LeftColor <operator> RightColorFloat4 / Float
Provided directly as a constant value over the whole material. Float4). Float).Color
A value provided from a color hex value. This is only available for material maps that use RGB values.Shader
A value provided by a ComputeColor shader. This lets you use procedural values. Particle materials tutorial.Texture
texture. For example, the images below demonstrate how the texture changes the way Xenko blends materials.See also
- Material attributes
- Material layers
- Material slots
- Materials for developers
