Doc > Nodes > MAT > LineBasicBuilder
Creates a LineBasic Material, which can be extended with GL nodes.
Description
This node can create children, which will be GL nodes. The GLSL code generated by the nodes will extend the Material.
Parameters
Name | Type | Description |
---|---|---|
transparent | boolean | sets the material to transparent |
opacity | float | sets the material opacity |
alphaTest | float | sets the min alpha below which the material is invisible |
setBuilderNode | boolean | if toggled on, the shader will be built from the gl nodes of another material. This can be useful to have multiple materials use the same gl network, but still set the uniforms differently |
builderNode | node_path | builder node |
doubleSided | boolean | defines if the material is double sided or not |
front | boolean | if the material is not double sided, it can be front sided, or back sided |
overrideShadowSide | boolean | override the default shadowSide behavior |
shadowDoubleSided | boolean | defines which side(s) are used when rendering shadows |
shadowFront | boolean | if the material is not double sided, it can be front sided, or back sided, when computing shadows |
colorWrite | boolean | defines if the objects using this material will be rendered in the color buffer. Setting it to false can have those objects occlude the ones behind |
depthWrite | boolean | defines if the objects using this material will be rendered in the depth buffer. This can often help transparent objects |
depthTest | boolean | toggle depth test |
premultipliedAlpha | boolean | premultipliedAlpha |
blending | integer | blending |
dithering | boolean | dithering, which can be useful when using postprocessing and banding appears on some objects |
polygonOffset | boolean | activate polygon offset |
useFog | boolean | toggle on if you have a fog in the scene and the material should be affected by it |