Base materials¶
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¶
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¶
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¶
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¶
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¶
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¶
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¶
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¶
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¶
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¶
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¶
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¶
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¶
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¶
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¶
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¶
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¶
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¶
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¶
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¶
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¶
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¶
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¶
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¶
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¶
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¶
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¶
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¶
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¶
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¶
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¶
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¶
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¶
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¶
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
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
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
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¶
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