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MaterialLite

A material that is supported on all platforms.

Inheritance: * Asset * Material


MaterialLite.Create(srcMat)

Create a new MaterialLite instance. A source MaterialLite can be passed in to initialize the new material's parameters.

Sig: matLite = MaterialLite.Create(srcMat=nil) - Arg: MaterialLite srcMat Optional source material - Ret: MaterialLite matLite Newly created material


SetTexture

Set the texture at a given slot. MaterialLite supports up to 4 textures.

Sig: MaterialLite:SetTexture(slot, texture) - Arg: integer slot Texture slot - Arg: Texture texture Texture asset


GetTexture

Get the texture assigned to a given slot. MaterialLite supports up to 4 textures.

Sig: texture = MaterialLite:GetTexture(slot) - Arg: integer slot Texture slot - Ret: Texture texture Assigned texture asset


GetShadingModel

Get the shading model.

See ShadingModel

Sig: shadingModel = MaterialLite:GetShadingModel() - Ret: ShadingModel(integer) shadingModel Material shading model


SetShadingModel

Set the shading model.

See ShadingModel

Sig: MaterialLite:SetShadingModel(shadingModel) - Arg: ShadingModel(integer) shadingModel Material shading model


SetBlendMode

Set the blend mode.

See BlendMode

Sig: MaterialLite:SetBlendMode(blendMode) - Arg: BlendMode(integer) blendMode Material blend mode


GetUvOffset

Get the UV offset for a given UV channel.

Sig: offset = MaterialLite:GetUvOffset(index=1) - Arg: integer index UV index (either 1 or 2) - Ret: Vector offset UV offset


SetUvOffset

Set the UV offset for a given UV channel.

Sig: MaterialLite:SetUvOffset(offset, index=1) - Arg: Vector offset UV offset - Arg: integer index UV index (either 1 or 2)


GetUvScale

Get the UV scale for a given UV channel.

Sig: scale = MaterialLite:GetUvScale(index=1) - Arg: integer index UV index (either 1 or 2) - Ret: Vector scale UV scale


SetUvScale

Set the UV scale for a given UV channel.

Sig: MaterialLite:SetUvScale(scale, index=1) - Arg: Vector scale UV scale - Arg: integer index UV index (either 1 or 2)


GetColor

Get the material color.

Sig: color = MaterialLite:GetColor() - Ret: Vector color Material color


SetColor

Set the material color.

Sig: MaterialLite:SetColor(color) - Arg: Vector color Material color


EnableFresnel

Enable fresnel shading.

Sig: MaterialLite:EnableFresnel(enable) - Arg: bool enable Enable fresnel


IsFresnelEnabled

Check whether fresnel is enabled.

Sig: enabled = MaterialLite:IsFresnelEnabled() - Ret: bool enabled If fresnel is enabled


GetFresnelColor

Get the fresnel color.

Sig: color = MaterialLite:GetFresnelColor() - Ret: Vector color Fresnel color


SetFresnelColor

Set the fresnel color.

Sig: MaterialLite:SetFresnelColor(color) - Arg: Vector color Fresnel color


GetFresnelPower

Get the fresnel power.

Sig: power = MaterialLite:GetFresnelPower() - Ret: number power Fresnel power


SetFresnelPower

Set the fresnel power.

Sig: MaterialLite:SetFresnelPower(power) - Arg: number power Fresnel power


GetEmission

Get the emission intensity. This is only used by the experimental light baking and path tracing mode.

Sig: emission = MaterialLite:GetEmission() - Ret: number emission Emission intensity


SetEmission

Set the emission intensity. This is only used by the experimental light baking and path tracing mode.

Sig: MaterialLite:SetEmission(emission) - Arg: number emission Emission intensity


GetWrapLighting

Get the wrap lighting intensity. This is only supported on Vulkan platforms.

Sig: wrap = MaterialLite:GetWrapLighting() - Ret: number wrap Wrap lighting intensity


SetWrapLighting

Set the wrap lighting intensity. This is only supported on Vulkan platforms.

Sig: MaterialLite:SetWrapLighting(wrap) - Arg: number wrap Wrap lighting intensity


GetSpecular

Get the specular intensity.

Sig: specular = MaterialLite:GetSpecular() - Ret: number specular Specular intensity


SetSpecular

Set the specular intensity.

Sig: MaterialLite:SetSpecular(specular) - Arg: number specular Specular intensity


GetOpacity

Get the opacity (used by Translucent and Additive materials).

Sig: opacity = MaterialLite:GetOpacity() - Ret: number opacity Material opacity (0 - 1)


SetOpacity

Set the opacity (used by Translucent and Additive materials).

Sig: MaterialLite:SetOpacity(opacity) - Arg: number opacity Material opacity (0 - 1)


SetMaskCutoff

Set the mask cutoff (used by Masked materials).

Sig: MaterialLite:SetMaskCutoff(cutoff) - Arg: number cutoff Mask cutoff (0 - 1)


SetSortPriority

Set the sort priority. This is used mainly by translucent rendering. Objects will be sorted by distance from the camera if their priorities are the same.

Sig: MaterialLite:SetSortPriority(priority) - Arg: integer priority Sort priority


SetDepthTestDisabled

Set whether depth testing is disabled for this material. TODO: This should probably be changed to "SetDepthTestingEnabled()".

Sig: MaterialLite:SetDepthTestDisabled(disabled) - Arg: boolean disabled True to DISABLE depth testing


GetUvMap

Get the assigned UV map for a given texture slot.

Sig: uvMap = MaterialLite:GetUvMap(slot) - Arg: integer slot Texture slot - Ret: integer uvMap Assigned UV map (either 1 or 2)


SetUvMap

Set the assigned UV map for a given texture slot.

Sig: MaterialLite:SetUvMap(slot, uvMap) - Arg: integer slot Texture slot - Arg: integer uvMap UV map index (either 1 or 2)


GetTevMode

Get the assigned TEV mode for a given texture slot. The TEV controls how multiple textures are combined together.

See TevMode

Sig: tevMode = MaterialLite:GetTevMode(slot) - Arg: integer slot Texture slot - Ret: TevMode(integer) tevMode TEV mode


SetTevMode

Set the assigned TEV mode for a given texture slot. The TEV controls how multiple textures are combined together.

See TevMode

Sig: MaterialLite:SetTevMode(slot, tevMode) - Arg: integer slot Texture slot - Arg: TevMode(integer) tevMode TEV mode