Returns a table with all of the properties of a material.
Arguments
Name
Type
Description
index
number
The index of a material.
Returns
Name
Type
Description
properties
table
The material properties.
.color
table
The color of the material. The table contains the r, g, b, and a components of the color, from 0 to 1.
.glow
table
The glow color of the material (sometimes called emissive). The table contains the r, g, and b components of the color from 0 to 1, and a fourth number indicating the strength of the glow.
.uvShift
table
A table with 2 numbers indicating an offset to apply to UVs.
.uvScale
table
A table with 2 numbers indicating a scale to apply to UVs. By default, shaders apply the UV scale before the UV offset.
.metalness
number
The metalness parameter of the material. This is typically 0 or 1. By default, shaders multiply this property with the value from the metalness texture (when present) to get the final metalness used for shading.
.roughness
number
The roughness parameter of the material. By default, shaders multiply this property with the value from the roughness texture (when present) to get the final roughness used for shading.
.clearcoat
number
The clearcoat parameter of the material.
.clearcoatRoughness
number
The roughness of the clearcoat layer.
.occlusionStrength
number
A number multiplied by the value from the ambient occlusion texture to control how strong the occlusion effect is.
.normalScale
number
A number multiplied by the value from the normal texture to control how strong the normal mapping effect is.
.alphaCutoff
number
If a pixel has an alpha value less than the alpha cutoff, it will be discarded, which prevents it from occluding things behind it. This is sometimes called "holepunch" or "cutout" alpha. It's useful for textures with transparency.
.texture
number
The index of the Image used for the color texture.
.glowTexture
number
The index of the Image used for the glow texture.
.occlusionTexture
number
The index of the Image used for the ambient occlusion texture. The red channel of the texture is used for ambient occlusion, allowing multiple parameters to use the same texture.
.metalnessTexture
number
The index of the Image used for the metalness texture. The blue channel of the texture is used for metalness, allowing multiple parameters to use the same texture.
.roughnessTexture
number
The index of the Image to use for the roughness texture. The green channel of the texture is used for roughness, allowing multiple parameters to use the same texture.
.clearcoatTexture
number
The index of the Image to use for the clearcoat texture. The red channel of the texture is used for the clearcoat parameter, allowing multiple parameters to use the same texture.
.normalTexture
number
The index of the Image to use for the normal map.
Arguments
Name
Type
Description
name
string
The name of a material.
Returns
Name
Type
Description
properties
table
The material properties.
.color
table
The color of the material. The table contains the r, g, b, and a components of the color, from 0 to 1.
.glow
table
The glow color of the material (sometimes called emissive). The table contains the r, g, and b components of the color from 0 to 1, and a fourth number indicating the strength of the glow.
.uvShift
table
A table with 2 numbers indicating an offset to apply to UVs.
.uvScale
table
A table with 2 numbers indicating a scale to apply to UVs. By default, shaders apply the UV scale before the UV offset.
.metalness
number
The metalness parameter of the material. This is typically 0 or 1. By default, shaders multiply this property with the value from the metalness texture (when present) to get the final metalness used for shading.
.roughness
number
The roughness parameter of the material. By default, shaders multiply this property with the value from the roughness texture (when present) to get the final roughness used for shading.
.clearcoat
number
The clearcoat parameter of the material.
.clearcoatRoughness
number
The roughness of the clearcoat layer.
.occlusionStrength
number
A number multiplied by the value from the ambient occlusion texture to control how strong the occlusion effect is.
.normalScale
number
A number multiplied by the value from the normal texture to control how strong the normal mapping effect is.
.alphaCutoff
number
If a pixel has an alpha value less than the alpha cutoff, it will be discarded, which prevents it from occluding things behind it. This is sometimes called "holepunch" or "cutout" alpha. It's useful for textures with transparency.
.texture
number
The index of the Image used for the color texture.
.glowTexture
number
The index of the Image used for the glow texture.
.occlusionTexture
number
The index of the Image used for the ambient occlusion texture. The red channel of the texture is used for ambient occlusion, allowing multiple parameters to use the same texture.
.metalnessTexture
number
The index of the Image used for the metalness texture. The blue channel of the texture is used for metalness, allowing multiple parameters to use the same texture.
.roughnessTexture
number
The index of the Image to use for the roughness texture. The green channel of the texture is used for roughness, allowing multiple parameters to use the same texture.
.clearcoatTexture
number
The index of the Image to use for the clearcoat texture. The red channel of the texture is used for the clearcoat parameter, allowing multiple parameters to use the same texture.