Difference between revisions of "Material"

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Neos currently does not support custom Shaders. This feature is on Neos' Roadmap and can be [https://github.com/Frooxius/NeosPublic/projects/1#card-35344852 tracked on GitHub]. While you're waiting for custom Shaders, try out Neos' existing Shaders which can achieve most visual effects when combined with Components and LogiX.
 
Neos currently does not support custom Shaders. This feature is on Neos' Roadmap and can be [https://github.com/Frooxius/NeosPublic/projects/1#card-35344852 tracked on GitHub]. While you're waiting for custom Shaders, try out Neos' existing Shaders which can achieve most visual effects when combined with Components and LogiX.
  
== Material Specific Information ==
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== Material Documentation ==  <!--T:8-->
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For most setups Neos uses a lot of standard shaders with some custom ones requested by the community, if you want any sort of documentation, using this here would be ideal until a more custom renderer is fleshed out. https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@7.1/manual/shading-model.html
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=== Material Specific Information ===
 
* [[Color Splat Materials]] - Information on how Color Splat Materials work and how to use them.
 
* [[Color Splat Materials]] - Information on how Color Splat Materials work and how to use them.
 
* [[Channel Packing]] - General Information on how Channel Packing works within Materials.
 
* [[Channel Packing]] - General Information on how Channel Packing works within Materials.
 
== Material Documentation ==  <!--T:8-->
 
For most setups Neos uses a lot of standard shaders with some custom ones requested by the community, if you want any sort of documentation, using this here would be ideal until a more custom renderer is fleshed out. https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@7.1/manual/shading-model.html
 
  
 
== Creating New Materials == <!--T:5-->
 
== Creating New Materials == <!--T:5-->

Revision as of 03:00, 8 June 2021

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A Material is an asset type used for rendering visuals in Neos. The type of material and its properties determine the look of the object and how it interacts with lighting in the scene.

Materials can be represented as physical objects called Material Orbs, which can be loaded into the Material Gun, dropped over inspector or placed into various virtual devices. Material Orbs are only a visual representation and aren't necessary for the Material to function.

Each Material acts like any other Component but is driven by an underlying Shader. Each material contains a unique shader and a list of properties that can be modified. By editing a Material's properties, you can change the look and feel of your objects within Neos. Neos has a large variety of Material types which are listed below.

Custom Materials / Shaders

Neos currently does not support custom Shaders. This feature is on Neos' Roadmap and can be tracked on GitHub. While you're waiting for custom Shaders, try out Neos' existing Shaders which can achieve most visual effects when combined with Components and LogiX.

Material Documentation

For most setups Neos uses a lot of standard shaders with some custom ones requested by the community, if you want any sort of documentation, using this here would be ideal until a more custom renderer is fleshed out. https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@7.1/manual/shading-model.html

Material Specific Information

Creating New Materials


List of Materials

For a list of material types see Category:Materials


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