Material

Materials provide all information necessary to shade elements on the screen.

To create a Material, click on the Create Button create_button in the Assets View and select Material.

Material Properties

Blending

Blending is disabled by default. If you need Transparent elements, you should turn it on.

  • None (default)

  • Linear

  • Additive

Cull Mode

  • CounterClockWise (default)

  • ClockWise

  • None

Depth Testing

Depth testing is enabled by default. You can turn it off for objects that you want to always appear on screen, regardless of what’s in front of them.

Render Pass

These are built-in passes in the 3D graphics renderer. They are not customizable for now.

  1. Opaque Pass: Use for opaque objects. Depth testing and writing is enabled in this pass.

  2. Transparent Pass: Use for transparents. Depth writing is disabled in this pass.

Shader

Shaders give you an opportunity to customize how elements are drawn on the screen.

Each shader contains vertex and fragment programs that you can develop using GLSL.

To create a Shader, click on the Create Button create_button in the Assets View and select Shader.