A Material OverNode is used to handle Materials runtime.
This OverNode is used to expose certain parameters and attributes of a given input Unity 3D Material asset, which are:
Name | Type | Description |
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Note: Emission
and Emission Color
are only available if the Emission Flag of the Material is set to True.
This OverNode is used to modify an existing Material, by changing the main texture and colour associated to it.
This Flow OverNode accepts the following input data:
and produces the following output data:
This OverNode is used to modify an existing Material, by editing its parameters associated with the Metallic Mode.
This Flow OverNode accepts the following input data:
and produces the following output data:
This OverNode is used to modify an existing Material, by setting a new Normal Map for the material.
This Flow OverNode accepts the following input data:
and produces the following output data:
This OverNode is used to modify an existing Material, by setting a new Height Map for the material.
This Flow OverNode accepts the following input data:
and produces the following output data:
This OverNode is used to modify an existing Material, by setting a new Occlusion Map for the material.
This Flow OverNode accepts the following input data:
and produces the following output data:
This OverNode is used to modify an existing Material, by setting a new Detail Mask for the material.
This Flow OverNode accepts the following input data:
and produces the following output data:
This OverNode is used to modify an existing Material, by setting a new Emission Map for the material.
This Flow OverNode accepts the following input data:
and produces the following output data:
This OverNode is used to modify an existing Material, by editing the value of the Emission Flag of the Material.
This Flow OverNode accepts the following input data:
and produces the following output data:
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Name | Type | Description |
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Ref
A reference of the input Unity3D Material Asset
Color
Color
The main color of the Material
Albedo
The main texture of the Material
Metallic
Float
In range 0 to 1, determines how “metal-like” the surface is
Metallic Map
The metallic gloss map of the Material
Metallic Smoothness
Float
In range 0 to 1, determines how smooth the surface is, influencing the light refraction of the material
Normal Map
Special kind of texture that allow you to add surface detail such as bumps, grooves, and scratches to a model which catch the light as if they are represented by real geometry
Height Map
Similar concept to normal mapping, however this technique is more complex - and therefore also more performance-intensive.
Height Value
Float
Value to edit the behaviour of the Height Map
Occlusion
Texture providing information about which areas of the model should receive high or low indirect lighting
Detail Mask
Texture allowing the mask off of certain areas of the model to have the detail texture applied
Emission
Texture allowing the Material to emit light, like a visible light source.
Emission Color
Color
Specifies the color and intensity of the emission
Material
A reference of the input Unity3D Material
Color
Color
Color to be set
Albedo
Texture to be set as the new main texture
Output
A reference of the modified Unity3D Material
Material
A reference of the input Unity3D Material
Metallic
Float
Sets how "metal like" the surface of the material will be
Metallic Map
The new metallic map of the Material
Metallic Smoothness
Float
Sets how smooth the surface of the material will be
Output
A reference of the modified Unity3D Material
Material
A reference of the input Unity3D Material
Normal Map
The new Normal map of the Material
Output
A reference of the modified Unity3D Material
Material
A reference of the input Unity3D Material
Height Map
The new Height map of the Material
Height Value
Float
New height value of the map (range 0 to 1)
Output
A reference of the modified Unity3D Material
Material
A reference of the input Unity3D Material
Occlusion Map
The new Occlusion map of the Material
Output
A reference of the modified Unity3D Material
Material
A reference of the input Unity3D Material
Detail Mask
The new Detail mask of the Material
Output
A reference of the modified Unity3D Material
Material
A reference of the input Unity3D Material
Emission Map
The new Emission map of the Material
Emission Color
Color
The color of the new Emission map
Intensity
Float
Intensity of the light emitted
Output
A reference of the modified Unity3D Material
Material
A reference of the input Unity3D Material
Emission
Boolean
The new Emission Flag value
Output
A reference of the modified Unity3D Material