Class Material
- Namespace
- Godot
- Assembly
- GodotSharp.dll
Material is a base resource used for coloring and shading geometry. All materials inherit from it and almost all VisualInstance3D derived nodes carry a Material. A few flags and parameters are shared between all material types and are configured here.
Importantly, you can inherit from Material to create your own custom material type in script or in GDExtension.
public class Material : Resource, IDisposable
- Inheritance
-
Material
- Implements
- Derived
- Inherited Members
Constructors
Material()
public Material()
Fields
RenderPriorityMax
Maximum value for the RenderPriority parameter.
public const long RenderPriorityMax = 127
Field Value
RenderPriorityMin
Minimum value for the RenderPriority parameter.
public const long RenderPriorityMin = -128
Field Value
Properties
NextPass
Sets the Material to be used for the next pass. This renders the object again using a different material.
Note: NextPass materials are not necessarily drawn immediately after the source Material. Draw order is determined by material properties, RenderPriority, and distance to camera.
Note: This only applies to StandardMaterial3Ds and ShaderMaterials with type "Spatial".
public Material NextPass { get; set; }
Property Value
RenderPriority
Sets the render priority for objects in 3D scenes. Higher priority objects will be sorted in front of lower priority objects. In other words, all objects with RenderPriority1
will render before all objects with RenderPriority0
.
Note: This only applies to StandardMaterial3Ds and ShaderMaterials with type "Spatial".
Note: This will not impact how transparent objects are sorted relative to opaque objects or how dynamic meshes will be sorted relative to other opaque meshes. This is because all transparent objects are drawn after all opaque objects and all dynamic opaque meshes are drawn before other opaque meshes.
public int RenderPriority { get; set; }
Property Value
Methods
CreatePlaceholder()
Creates a placeholder version of this resource (PlaceholderMaterial).
public Resource CreatePlaceholder()
Returns
HasGodotClassMethod(in godot_string_name)
Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.
protected override bool HasGodotClassMethod(in godot_string_name method)
Parameters
method
godot_string_nameName of the method to check for.
Returns
HasGodotClassSignal(in godot_string_name)
Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.
protected override bool HasGodotClassSignal(in godot_string_name signal)
Parameters
signal
godot_string_nameName of the signal to check for.
Returns
InspectNativeShaderCode()
Only available when running in the editor. Opens a popup that visualizes the generated shader code, including all variants and internal shader code.
public void InspectNativeShaderCode()
InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)
Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.
protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)
Parameters
method
godot_string_nameName of the method to invoke.
args
NativeVariantPtrArgsArguments to use with the invoked method.
ret
godot_variantValue returned by the invoked method.
Returns
_CanDoNextPass()
Only exposed for the purpose of overriding. You cannot call this function directly. Used internally to determine if NextPass should be shown in the editor or not.
public virtual bool _CanDoNextPass()
Returns
_CanUseRenderPriority()
Only exposed for the purpose of overriding. You cannot call this function directly. Used internally to determine if RenderPriority should be shown in the editor or not.
public virtual bool _CanUseRenderPriority()
Returns
_GetShaderMode()
Only exposed for the purpose of overriding. You cannot call this function directly. Used internally by various editor tools.
public virtual Shader.Mode _GetShaderMode()
Returns
_GetShaderRid()
Only exposed for the purpose of overriding. You cannot call this function directly. Used internally by various editor tools. Used to access the RID of the Material's Shader.
public virtual Rid _GetShaderRid()