Set Material Property
Last updated
Last updated
The Set Material Property Node sets a property, or properties, of a Material. These properties are given their defining names in the Attributes. The names can be found by hovering over an Attribute of any of the Shading Models found in the Material Editor, copying it, and pasting it here. The Node pictured above shows two possible inputs.
Some examples of these property names are:
Albedo
base_coat_albedo
Environment Map
environment_map
Use Alpha
use_alpha
Blending
diffuse_map_blending
Scope: Scene, Function, Prefab
Property
String
Each Property Element
is split into two parts, with Property
being the first. This is the defining name of the Material property that will be set. There is an established naming convention which can be found by hovering over the Attributes of a Shading Model.
Data Type
Dropdown
Each Property Element
is split into two parts, with Data Type
being the second. The data type of the property.
Pulse Input (►)
Pulse
A standard Input Pulse, to trigger the execution of the Node.
Material ID
MaterialID
The ID of the Material whose property, or properties, will be set.
PROPERTY
Determined by Attribute
A new input will show when one is added in the Attributes. Its data type and name will match that set in the the input element.
Pulse Output (►)
Pulse
A standard Output Pulse, to move onto the next Node along the Logic Branch, once this Node has finished its execution.