.. _base_materials: Base materials ============== .. contents:: :local: :depth: 1 Description ----------- All custom materials in Rolled Out! start with a base material, and modify it by changing the default properties for each base material. Here is a list of all base materials that can be used. Custom properties for stage materials can be accessed with data paths such as: - For scalar values: ``parameter_overrides.scalar.metallic_multiplier`` - For vector2 values: ``parameter_overrides.vector2.tex_coord_offset.y`` - For vector3 values: ``parameter_overrides.vector3.base_color_multiplier.z`` rolledout:mat\_surface\_opaque\_lit\_generic -------------------------------------------- Description ^^^^^^^^^^^ A configurable fully-opaque surface material that responds to lighting. Texture2D parameters ^^^^^^^^^^^^^^^^^^^^ .. list-table:: :header-rows: 1 :widths: 20 80 * - Name - Description * - base\_color\_texture - The RGB texture used for the overall color of the material. Default: A white texture * - metallic\_texture - The grayscale texture used to define how metal-like the surface is. Default: A white texture * - specular\_texture - The grayscale texture used to define the specularity for non-metallic surfaces. Default: A white texture * - roughness\_texture - The grayscale texture used to define how rough a surface is, from 0 (a mirror) to 1 (fully matte/diffuse). Default: A white texture * - emissive\_texture - The RGB texture used to define what parts of the surface will appear to glow. Default: A white texture * - normal\_texture - The texture used for normal mapping, a technique for faking the appearance of bumps and dents in a surface. Default: A blue texture Vector2 parameters ^^^^^^^^^^^^^^^^^^ .. list-table:: :header-rows: 1 :widths: 20 80 * - Name - Description * - tex\_coord\_multiplier - The vector2 multiplier used to scale all textures in the material. Default: [1.0, 1.0] * - tex\_coord\_offset - The vector2 offset used to translate all textures in the material. Default: [0.0, 0.0] Vector3 parameters ^^^^^^^^^^^^^^^^^^ .. list-table:: :header-rows: 1 :widths: 20 80 * - Name - Description * - base\_color\_multiplier - The vector multiplier used for the overall color of the material. This can be used to tint the base color texture. Default: [1.0, 1.0, 1.0] * - emissive\_multiplier - The vector multiplier used for the emissive property of the material. This can be used to tint the emissive texture. Default: [0.0, 0.0, 0.0] Scalar parameters ^^^^^^^^^^^^^^^^^ .. list-table:: :header-rows: 1 :widths: 20 80 * - Name - Description * - metallic\_multiplier - The scalar multiplier used for the metallic property of the material. Default: 0.0 * - specular\_multiplier - The scalar multiplier used for the specular property of the material. Default: 0.5 * - roughness\_multiplier - The scalar multiplier used for the roughness property of the material. Default: 0.5 rolledout:mat\_surface\_masked\_lit\_generic -------------------------------------------- Description ^^^^^^^^^^^ A configurable surface material that can have fully-transparent and fully-opaque parts (but no translucent parts) and responds to lighting. Texture2D parameters ^^^^^^^^^^^^^^^^^^^^ .. list-table:: :header-rows: 1 :widths: 20 80 * - Name - Description * - base\_color\_texture - The RGB texture used for the overall color of the material. Default: A white texture * - metallic\_texture - The grayscale texture used to define how metal-like the surface is. Default: A white texture * - specular\_texture - The grayscale texture used to define the specularity for non-metallic surfaces. Default: A white texture * - roughness\_texture - The grayscale texture used to define how rough a surface is, from 0 (a mirror) to 1 (fully matte/diffuse). Default: A white texture * - emissive\_texture - The RGB texture used to define what parts of the surface will appear to glow. Default: A white texture * - normal\_texture - The texture used for normal mapping, a technique for faking the appearance of bumps and dents in a surface. Default: A blue texture Vector2 parameters ^^^^^^^^^^^^^^^^^^ .. list-table:: :header-rows: 1 :widths: 20 80 * - Name - Description * - tex\_coord\_multiplier - The vector2 multiplier used to scale all textures in the material. Default: [1.0, 1.0] * - tex\_coord\_offset - The vector2 offset used to translate all textures in the material. Default: [0.0, 0.0] Vector3 parameters ^^^^^^^^^^^^^^^^^^ .. list-table:: :header-rows: 1 :widths: 20 80 * - Name - Description * - base\_color\_multiplier - The vector multiplier used for the overall color of the material. This can be used to tint the base color texture. Default: [1.0, 1.0, 1.0] * - emissive\_multiplier - The vector multiplier used for the emissive property of the material. This can be used to tint the emissive texture. Default: [0.0, 0.0, 0.0] Scalar parameters ^^^^^^^^^^^^^^^^^ .. list-table:: :header-rows: 1 :widths: 20 80 * - Name - Description * - metallic\_multiplier - The scalar multiplier used for the metallic property of the material. Default: 0.0 * - specular\_multiplier - The scalar multiplier used for the specular property of the material. Default: 0.5 * - roughness\_multiplier - The scalar multiplier used for the roughness property of the material. Default: 0.5 rolledout:mat\_surface\_translucent\_lit\_generic ------------------------------------------------- Description ^^^^^^^^^^^ A configurable (although less configurable than the opaque and masked counterparts) surface material with variable transparency that responds to lighting. Texture2D parameters ^^^^^^^^^^^^^^^^^^^^ .. list-table:: :header-rows: 1 :widths: 20 80 * - Name - Description * - base\_color\_texture - The RGB texture used for the overall color of the material. Default: A white texture * - emissive\_texture - The RGB texture used to define what parts of the surface will appear to glow. Default: A white texture * - refraction\_texture - The grayscale texture used to define how much light should be deflected when passing through the surface. Default: A white texture Vector2 parameters ^^^^^^^^^^^^^^^^^^ .. list-table:: :header-rows: 1 :widths: 20 80 * - Name - Description * - tex\_coord\_multiplier - The vector2 multiplier used to scale all textures in the material. Default: [1.0, 1.0] * - tex\_coord\_offset - The vector2 offset used to translate all textures in the material. Default: [0.0, 0.0] Vector3 parameters ^^^^^^^^^^^^^^^^^^ .. list-table:: :header-rows: 1 :widths: 20 80 * - Name - Description * - base\_color\_multiplier - The vector multiplier used for the overall color of the material. This can be used to tint the base color texture. Default: [1.0, 1.0, 1.0] * - emissive\_multiplier - The vector multiplier used for the emissive property of the material. This can be used to tint the emissive texture. Default: [0.0, 0.0, 0.0] Scalar parameters ^^^^^^^^^^^^^^^^^ .. list-table:: :header-rows: 1 :widths: 20 80 * - Name - Description * - opacity\_multiplier - The scalar multiplier used for the opacity property of the material. Default: 1.0 * - refraction\_multiplier - The scalar multiplier used for the refraction property of the material. Common indices of refraction include: No light deflection: 1.0 Ice: 1.309 Water (20 °C): 1.330 Water (35 °C): 1.325 Glass: 1.500 Crystal: 2.000 Default: 1.0 rolledout:mat\_surface\_opaque\_unlit\_generic ---------------------------------------------- Description ^^^^^^^^^^^ A configurable fully-opaque surface material that ignores lighting, and is shown at 100% brightness. Texture2D parameters ^^^^^^^^^^^^^^^^^^^^ .. list-table:: :header-rows: 1 :widths: 20 80 * - Name - Description * - emissive\_texture - The RGB texture used to define what parts of the surface will appear to glow. Default: A white texture Vector2 parameters ^^^^^^^^^^^^^^^^^^ .. list-table:: :header-rows: 1 :widths: 20 80 * - Name - Description * - tex\_coord\_multiplier - The vector2 multiplier used to scale all textures in the material. Default: [1.0, 1.0] * - tex\_coord\_offset - The vector2 offset used to translate all textures in the material. Default: [0.0, 0.0] Vector3 parameters ^^^^^^^^^^^^^^^^^^ .. list-table:: :header-rows: 1 :widths: 20 80 * - Name - Description * - emissive\_multiplier - The vector multiplier used for the emissive property of the material. This can be used to tint the emissive texture. Default: [1.0, 1.0, 1.0] Scalar parameters ^^^^^^^^^^^^^^^^^ No overridable parameters rolledout:mat\_surface\_masked\_unlit\_generic ---------------------------------------------- Description ^^^^^^^^^^^ A configurable surface material that can have fully-transparent and fully-opaque parts (but no translucent parts), ignores lighting, and is shown at 100% brightness. Texture2D parameters ^^^^^^^^^^^^^^^^^^^^ .. list-table:: :header-rows: 1 :widths: 20 80 * - Name - Description * - emissive\_texture - The RGB texture used to define what parts of the surface will appear to glow. Default: A white texture Vector2 parameters ^^^^^^^^^^^^^^^^^^ .. list-table:: :header-rows: 1 :widths: 20 80 * - Name - Description * - tex\_coord\_multiplier - The vector2 multiplier used to scale all textures in the material. Default: [1.0, 1.0] * - tex\_coord\_offset - The vector2 offset used to translate all textures in the material. Default: [0.0, 0.0] Vector3 parameters ^^^^^^^^^^^^^^^^^^ .. list-table:: :header-rows: 1 :widths: 20 80 * - Name - Description * - emissive\_multiplier - The vector multiplier used for the emissive property of the material. This can be used to tint the emissive texture. Default: [1.0, 1.0, 1.0] Scalar parameters ^^^^^^^^^^^^^^^^^ No overridable parameters rolledout:mat\_surface\_translucent\_unlit\_generic --------------------------------------------------- Description ^^^^^^^^^^^ A configurable surface material with variable transparency that ignores lighting, and is shown at 100% brightness. Texture2D parameters ^^^^^^^^^^^^^^^^^^^^ .. list-table:: :header-rows: 1 :widths: 20 80 * - Name - Description * - emissive\_texture - The RGB texture used to define what parts of the surface will appear to glow. Default: A white texture * - refraction\_texture - The grayscale texture used to define how much light should be deflected when passing through the surface. Default: A white texture Vector2 parameters ^^^^^^^^^^^^^^^^^^ .. list-table:: :header-rows: 1 :widths: 20 80 * - Name - Description * - tex\_coord\_multiplier - The vector2 multiplier used to scale all textures in the material. Default: [1.0, 1.0] * - tex\_coord\_offset - The vector2 offset used to translate all textures in the material. Default: [0.0, 0.0] Vector3 parameters ^^^^^^^^^^^^^^^^^^ .. list-table:: :header-rows: 1 :widths: 20 80 * - Name - Description * - emissive\_multiplier - The vector multiplier used for the emissive property of the material. This can be used to tint the emissive texture. Default: [1.0, 1.0, 1.0] Scalar parameters ^^^^^^^^^^^^^^^^^ .. list-table:: :header-rows: 1 :widths: 20 80 * - Name - Description * - opacity\_multiplier - The scalar multiplier used for the opacity property of the material. Default: 1.0 * - refraction\_multiplier - The scalar multiplier used for the refraction property of the material. Common indices of refraction include: No light deflection: 1.0 Ice: 1.309 Water (20 °C): 1.330 Water (35 °C): 1.325 Glass: 1.500 Crystal: 2.000 Default: 1.0 rolledout:mat\_surface\_additive\_generic ----------------------------------------- Description ^^^^^^^^^^^ A configurable surface material with variable transparency that ignores lighting, and is shown at 100% brightness. Texture2D parameters ^^^^^^^^^^^^^^^^^^^^ .. list-table:: :header-rows: 1 :widths: 20 80 * - Name - Description * - emissive\_texture - The RGB texture used to define what parts of the surface will appear to glow. Default: A white texture * - refraction\_texture - The grayscale texture used to define how much light should be deflected when passing through the surface. Default: A white texture Vector2 parameters ^^^^^^^^^^^^^^^^^^ .. list-table:: :header-rows: 1 :widths: 20 80 * - Name - Description * - tex\_coord\_multiplier - The vector2 multiplier used to scale all textures in the material. Default: [1.0, 1.0] * - tex\_coord\_offset - The vector2 offset used to translate all textures in the material. Default: [0.0, 0.0] Vector3 parameters ^^^^^^^^^^^^^^^^^^ .. list-table:: :header-rows: 1 :widths: 20 80 * - Name - Description * - emissive\_multiplier - The vector multiplier used for the emissive property of the material. This can be used to tint the emissive texture. Default: [1.0, 1.0, 1.0] Scalar parameters ^^^^^^^^^^^^^^^^^ .. list-table:: :header-rows: 1 :widths: 20 80 * - Name - Description * - opacity\_multiplier - The scalar multiplier used for the opacity property of the material. Default: 1.0 * - refraction\_multiplier - The scalar multiplier used for the refraction property of the material. Common indices of refraction include: No light deflection: 1.0 Ice: 1.309 Water (20 °C): 1.330 Water (35 °C): 1.325 Glass: 1.500 Crystal: 2.000 Default: 1.0 rolledout:mat\_surface\_overlay\_generic ---------------------------------------- Description ^^^^^^^^^^^ A configurable surface material with variable transparency that ignores lighting, and is shown at 100% brightness. Texture2D parameters ^^^^^^^^^^^^^^^^^^^^ .. list-table:: :header-rows: 1 :widths: 20 80 * - Name - Description * - emissive\_texture - The RGB texture used to define what parts of the surface will appear to glow. Default: A white texture * - refraction\_texture - The grayscale texture used to define how much light should be deflected when passing through the surface. Default: A white texture Vector2 parameters ^^^^^^^^^^^^^^^^^^ .. list-table:: :header-rows: 1 :widths: 20 80 * - Name - Description * - tex\_coord\_multiplier - The vector2 multiplier used to scale all textures in the material. Default: [1.0, 1.0] * - tex\_coord\_offset - The vector2 offset used to translate all textures in the material. Default: [0.0, 0.0] Vector3 parameters ^^^^^^^^^^^^^^^^^^ .. list-table:: :header-rows: 1 :widths: 20 80 * - Name - Description * - emissive\_multiplier - The vector multiplier used for the emissive property of the material. This can be used to tint the emissive texture. Default: [1.0, 1.0, 1.0] Scalar parameters ^^^^^^^^^^^^^^^^^ .. list-table:: :header-rows: 1 :widths: 20 80 * - Name - Description * - opacity\_multiplier - The scalar multiplier used for the opacity property of the material. Default: 1.0 * - refraction\_multiplier - The scalar multiplier used for the refraction property of the material. Common indices of refraction include: No light deflection: 1.0 Ice: 1.309 Water (20 °C): 1.330 Water (35 °C): 1.325 Glass: 1.500 Crystal: 2.000 Default: 1.0 rolledout:mat\_surface\_multiply\_generic ----------------------------------------- Description ^^^^^^^^^^^ A configurable surface material with variable transparency that ignores lighting, and is shown at 100% brightness. Texture2D parameters ^^^^^^^^^^^^^^^^^^^^ .. list-table:: :header-rows: 1 :widths: 20 80 * - Name - Description * - emissive\_texture - The RGB texture used to define what parts of the surface will appear to glow. Default: A white texture * - refraction\_texture - The grayscale texture used to define how much light should be deflected when passing through the surface. Default: A white texture Vector2 parameters ^^^^^^^^^^^^^^^^^^ .. list-table:: :header-rows: 1 :widths: 20 80 * - Name - Description * - tex\_coord\_multiplier - The vector2 multiplier used to scale all textures in the material. Default: [1.0, 1.0] * - tex\_coord\_offset - The vector2 offset used to translate all textures in the material. Default: [0.0, 0.0] Vector3 parameters ^^^^^^^^^^^^^^^^^^ .. list-table:: :header-rows: 1 :widths: 20 80 * - Name - Description * - emissive\_multiplier - The vector multiplier used for the emissive property of the material. This can be used to tint the emissive texture. Default: [1.0, 1.0, 1.0] Scalar parameters ^^^^^^^^^^^^^^^^^ .. list-table:: :header-rows: 1 :widths: 20 80 * - Name - Description * - opacity\_multiplier - The scalar multiplier used for the opacity property of the material. Default: 1.0 * - refraction\_multiplier - The scalar multiplier used for the refraction property of the material. Common indices of refraction include: No light deflection: 1.0 Ice: 1.309 Water (20 °C): 1.330 Water (35 °C): 1.325 Glass: 1.500 Crystal: 2.000 Default: 1.0 rolledout:mat\_surface\_default ------------------------------- Description ^^^^^^^^^^^ The default grid surface material. Texture2D parameters ^^^^^^^^^^^^^^^^^^^^ No overridable parameters Vector2 parameters ^^^^^^^^^^^^^^^^^^ No overridable parameters Vector3 parameters ^^^^^^^^^^^^^^^^^^ No overridable parameters Scalar parameters ^^^^^^^^^^^^^^^^^ No overridable parameters .. _material_rolledout_mat_surface_gravity_surface: rolledout:mat\_surface\_gravity\_surface ---------------------------------------- Description ^^^^^^^^^^^ A material used to indicate gravity surfaces in a stage. Texture2D parameters ^^^^^^^^^^^^^^^^^^^^ No overridable parameters Vector2 parameters ^^^^^^^^^^^^^^^^^^ No overridable parameters Vector3 parameters ^^^^^^^^^^^^^^^^^^ No overridable parameters Scalar parameters ^^^^^^^^^^^^^^^^^ No overridable parameters .. _material_rolledout_mat_surface_ice_surface: rolledout:mat\_surface\_ice\_surface ------------------------------------ Description ^^^^^^^^^^^ A material used to indicate ice surfaces in a stage. Texture2D parameters ^^^^^^^^^^^^^^^^^^^^ No overridable parameters Vector2 parameters ^^^^^^^^^^^^^^^^^^ No overridable parameters Vector3 parameters ^^^^^^^^^^^^^^^^^^ No overridable parameters Scalar parameters ^^^^^^^^^^^^^^^^^ No overridable parameters .. _material_rolledout_mat_surface_sticky_surface: rolledout:mat\_surface\_sticky\_surface --------------------------------------- Description ^^^^^^^^^^^ A material used to indicate sticky surfaces in a stage. Texture2D parameters ^^^^^^^^^^^^^^^^^^^^ No overridable parameters Vector2 parameters ^^^^^^^^^^^^^^^^^^ No overridable parameters Vector3 parameters ^^^^^^^^^^^^^^^^^^ No overridable parameters Scalar parameters ^^^^^^^^^^^^^^^^^ No overridable parameters rolledout:mat\_surface\_invisible --------------------------------- Description ^^^^^^^^^^^ A fully transparent surface material. Texture2D parameters ^^^^^^^^^^^^^^^^^^^^ No overridable parameters Vector2 parameters ^^^^^^^^^^^^^^^^^^ No overridable parameters Vector3 parameters ^^^^^^^^^^^^^^^^^^ No overridable parameters Scalar parameters ^^^^^^^^^^^^^^^^^ No overridable parameters rolledout:mat\_surface\_goal\_surface ------------------------------------- Description ^^^^^^^^^^^ A material used to indicate goal surfaces in a stage. Texture2D parameters ^^^^^^^^^^^^^^^^^^^^ No overridable parameters Vector2 parameters ^^^^^^^^^^^^^^^^^^ No overridable parameters Vector3 parameters ^^^^^^^^^^^^^^^^^^ .. list-table:: :header-rows: 1 :widths: 20 80 * - Name - Description * - emissive\_multiplier - The vector multiplier used for the emissive property of the material. This can be used to tint the emissive texture. Default: [1.0, 1.0, 1.0] Scalar parameters ^^^^^^^^^^^^^^^^^ No overridable parameters