| id | materials |
|---|---|
| title | Materials |
| sidebar_position | 14 |
The engine uses a PBR (Physically Based Rendering) material model. Each entity's mesh can contain one or more submeshes, and each submesh holds its own Material. You can read and write individual material properties at runtime using the functions below.
All material functions accept optional meshIndex and submeshIndex parameters (both default to 0) so you can target a specific submesh when an entity contains more than one.
Note: Every update function automatically refreshes static batching for the affected entity, so you do not need to do this manually.
The base color is stored as a simd_float4 (RGBA). The .w component doubles as the opacity channel.
let color = getMaterialBaseColor(entityId: entity)
// color.x = red, color.y = green, color.z = blue, color.w = alphaupdateMaterialColor(entityId: entity, color: .red)This converts the SwiftUI Color to RGBA internally. If the alpha is below 1.0, the material automatically switches to .blend alpha mode.
Controls how rough or smooth a surface appears. A value of 0.0 is perfectly smooth (mirror-like reflections) and 1.0 is fully rough (diffuse).
let roughness = getMaterialRoughness(entityId: entity)updateMaterialRoughness(entityId: entity, roughness: 0.3)When a roughness texture is present, the scalar value acts as a modulator (multiplied with the texture sample in the shader). If you remove the texture, the scalar value is used directly.
Controls how metallic a surface appears. 0.0 is fully dielectric (plastic, wood, etc.) and 1.0 is fully metallic.
let metallic = getMaterialMetallic(entityId: entity)updateMaterialMetallic(entityId: entity, metallic: 1.0)Like roughness, the scalar value modulates the metallic texture when one is present.
Controls self-illumination. The value is a simd_float3 (RGB) representing the emitted light color and intensity. A value of .zero means no emission.
let emissive = getMaterialEmmissive(entityId: entity)updateMaterialEmmisive(entityId: entity, emmissive: simd_float3(1.0, 0.5, 0.0))Spelling note: The API currently uses
getMaterialEmmissive/updateMaterialEmmisive(with double-m). Use these exact names when calling the functions.
Determines how the renderer handles transparency for this material.
.opaque— Fully opaque. Alpha channel is ignored..mask— Binary transparency. Pixels with alpha below the cutoff are discarded; the rest are fully opaque. Useful for foliage, fences, etc..blend— Smooth alpha blending. Pixels are composited based on their alpha value.
let mode = getMaterialAlphaMode(entityId: entity) // returns MaterialAlphaModeupdateMaterialAlphaMode(entityId: entity, mode: .blend)Used only when the alpha mode is .mask. Pixels with alpha below this threshold are discarded. The value is clamped to 0.0 ... 1.0. Default is 0.5.
let cutoff = getMaterialAlphaCutoff(entityId: entity)updateMaterialAlphaCutoff(entityId: entity, cutoff: 0.3)A convenience layer over the base color's alpha channel (.w). The value is clamped to 0.0 ... 1.0. Setting opacity below 1.0 automatically switches the alpha mode to .blend.
let opacity = getMaterialOpacity(entityId: entity)updateMaterialOpacity(entityId: entity, opacity: 0.5)By default this applies to every submesh on the entity. To target a single submesh instead:
updateMaterialOpacity(entityId: entity, opacity: 0.5, applyToAllSubmeshes: false)Or specify exact indices:
updateMaterialOpacity(entityId: entity, opacity: 0.5, meshIndex: 0, submeshIndex: 1)getMaterialBaseColor(entityId:meshIndex:submeshIndex:)→simd_float4updateMaterialColor(entityId:color:meshIndex:submeshIndex:)— sets base color from SwiftUIColorgetMaterialRoughness(entityId:meshIndex:submeshIndex:)→FloatupdateMaterialRoughness(entityId:roughness:meshIndex:submeshIndex:)getMaterialMetallic(entityId:meshIndex:submeshIndex:)→FloatupdateMaterialMetallic(entityId:metallic:meshIndex:submeshIndex:)getMaterialEmmissive(entityId:meshIndex:submeshIndex:)→simd_float3updateMaterialEmmisive(entityId:emmissive:meshIndex:submeshIndex:)getMaterialAlphaMode(entityId:meshIndex:submeshIndex:)→MaterialAlphaModeupdateMaterialAlphaMode(entityId:mode:meshIndex:submeshIndex:)getMaterialAlphaCutoff(entityId:meshIndex:submeshIndex:)→FloatupdateMaterialAlphaCutoff(entityId:cutoff:meshIndex:submeshIndex:)getMaterialOpacity(entityId:meshIndex:submeshIndex:)→FloatupdateMaterialOpacity(entityId:opacity:applyToAllSubmeshes:)updateMaterialOpacity(entityId:opacity:meshIndex:submeshIndex:)