A Material is an asset type used for rendering visuals in Resonite. 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 applied to meshes with the material tool, or using the inspector. 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 Resonite. Resonite has a large variety of material types which are listed below.
Custom Materials / Shaders
Resonite currently does not support custom shaders; this feature is on Resonite's roadmap once the game's rendering engine is replaced with a custom solution. While you're waiting for custom shaders, try out Resonite's existing shaders which can achieve most visual effects when combined with components/ProtoFlux or stacking multiple mesh renderers together via Material Stacking.
Material Documentation
Resonite uses many standard shaders with some custom ones requested by the community. If you want any sort of documentation, using the following link would be ideal until a more custom renderer is fleshed out. Shading models in Universal Render Pipeline
Material Specific Information
- 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.
Creating New Materials
New materials can be created using the Create New menu of either a dev tool or material tool, or by attaching the material's component directly to a slot using an inspector.
List of Materials
For a list of material types see Category:Materials
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