Table of Contents

Class Material

Virtual base class for applying visual properties to an object, such as color and roughness.

Inheritance
Material
Derived

Remarks

Material is a base resource used for coloring and shading geometry. All materials inherit from it and almost all VisualInstance3D derived nodes carry a Material. A few flags and parameters are shared between all material types and are configured here.

Importantly, you can inherit from Material to create your own custom material type in script or in GDExtension.

See Also

Fields

RENDER_PRIORITY_MAX

Maximum value for the render_priority parameter.

const RENDER_PRIORITY_MAX = 127

RENDER_PRIORITY_MIN

Minimum value for the render_priority parameter.

const RENDER_PRIORITY_MIN = -128

Properties

next_pass

Sets the Material to be used for the next pass. This renders the object again using a different material.

Note: next_pass materials are not necessarily drawn immediately after the source Material. Draw order is determined by material properties, render_priority, and distance to camera.

Note: This only applies to StandardMaterial3Ds and ShaderMaterials with type "Spatial".

var next_pass : Material

Property Value

Material

Remarks

render_priority

Sets the render priority for objects in 3D scenes. Higher priority objects will be sorted in front of lower priority objects. In other words, all objects with render_priority 1 will render before all objects with render_priority 0.

Note: This only applies to StandardMaterial3Ds and ShaderMaterials with type "Spatial".

Note: This will not impact how transparent objects are sorted relative to opaque objects or how dynamic meshes will be sorted relative to other opaque meshes. This is because all transparent objects are drawn after all opaque objects and all dynamic opaque meshes are drawn before other opaque meshes.

var render_priority : int

Property Value

int

Remarks

  • void set_render_priority(int value)
  • int get_render_priority

Methods

_can_do_next_pass

Qualifiers: virtualconst

Only exposed for the purpose of overriding. You cannot call this function directly. Used internally to determine if next_pass should be shown in the editor or not.

bool _can_do_next_pass

_can_use_render_priority

Qualifiers: virtualconst

Only exposed for the purpose of overriding. You cannot call this function directly. Used internally to determine if render_priority should be shown in the editor or not.

bool _can_use_render_priority

_get_shader_mode

Qualifiers: virtualconst

Only exposed for the purpose of overriding. You cannot call this function directly. Used internally by various editor tools.

int _get_shader_mode

_get_shader_rid

Qualifiers: virtualconst

Only exposed for the purpose of overriding. You cannot call this function directly. Used internally by various editor tools. Used to access the RID of the Material's Shader.

RID _get_shader_rid

create_placeholder

Qualifiers: const

Creates a placeholder version of this resource (PlaceholderMaterial).

Resource create_placeholder

inspect_native_shader_code

Only available when running in the editor. Opens a popup that visualizes the generated shader code, including all variants and internal shader code. See also inspect_native_shader_code.

void inspect_native_shader_code