Doc > Nodes > MAT > MeshLambertBuilder
Creates a Mesh Lambert 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 |
useMap | boolean | toggle on to use a map affecting color |
map | node_path | texture map affecting color |
useAlphaMap | boolean | toggle if you want to use an alpha map |
alphaMap | node_path | specify the alpha map COP node |
useAOMap | boolean | toggle if you want to use an ambient occlusion map |
aoMap | node_path | specify the AO map COP node |
aoMapIntensity | float | ambient occlusion intensity |
emissive | color | emissive color |
useEmissiveMap | boolean | toggle if you want to use a emissive map |
emissiveMap | node_path | specify the emissive map COP node |
emissiveIntensity | float | emissive intensity |
useEnvMap | boolean | toggle if you want to use an environment map |
envMap | node_path | specify the environment map COP node. Note that this only works with CubeCamera |
combine | integer | defines how the env map is combined with the color |
reflectivity | float | environment intensity |
refractionRatio | float | refraction ratio |
useLightMap | boolean | toggle if you want to use a light map |
lightMap | node_path | specify the light map COP node |
lightMapIntensity | float | light. When set to 0, reflections from environment maps will be very sharp, or blurred when 1. Any value between 0 and 1 can help modulate this. |
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 |
wireframe | boolean | toggle on to set material to wireframe |
wireframeLinewidth | float | wireframe line width |
useFog | boolean | toggle on if you have a fog in the scene and the material should be affected by it |
shadowPCSS | boolean | if on, the material will blur shadows cast on this object. Note that you should adjust the near parameter of the light shadow to get the result visible |
shadowPCSSFilterSize | float | shadowPCSSFilterSize PCSS Shadow filter size |