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