MaterialBuilder

@PlatformGap(platforms = [FilamentPlatform.WEB], behavior = "throws UnsupportedOperationException on construction — runtime material compilation is not available on web; precompile .filamat assets instead.")
actual class MaterialBuilder

MaterialBuilder compiles Filament material source code into binary packages.

MaterialBuilder takes high-level material definitions and generates optimized shaders for multiple backends (OpenGL, Vulkan, Metal, WebGPU). The resulting MaterialPackage can be loaded by Filament's Material system.

Initialization: Call Filamat.init() before using MaterialBuilder. Call shutdown() when finished.

Compilation: Configure material properties using methods like name(), shading(), blendingMode(), etc., then call build() to generate the package.

See also

@PlatformGap(platforms = [FilamentPlatform.WEB], behavior = "throws UnsupportedOperationException on construction — runtime material compilation is not available on web; precompile .filamat assets instead.")
expect class MaterialBuilder

MaterialBuilder compiles Filament material source code into binary packages.

MaterialBuilder takes high-level material definitions and generates optimized shaders for multiple backends (OpenGL, Vulkan, Metal, WebGPU). The resulting MaterialPackage can be loaded by Filament's Material system.

Initialization: Call Filamat.init() before using MaterialBuilder. Call shutdown() when finished.

Compilation: Configure material properties using methods like name(), shading(), blendingMode(), etc., then call build() to generate the package.

See also

@PlatformGap(platforms = [FilamentPlatform.WEB], behavior = "throws UnsupportedOperationException on construction — runtime material compilation is not available on web; precompile .filamat assets instead.")
actual class MaterialBuilder

MaterialBuilder compiles Filament material source code into binary packages.

MaterialBuilder takes high-level material definitions and generates optimized shaders for multiple backends (OpenGL, Vulkan, Metal, WebGPU). The resulting MaterialPackage can be loaded by Filament's Material system.

Initialization: Call Filamat.init() before using MaterialBuilder. Call shutdown() when finished.

Compilation: Configure material properties using methods like name(), shading(), blendingMode(), etc., then call build() to generate the package.

See also

@PlatformGap(platforms = [FilamentPlatform.WEB], behavior = "throws UnsupportedOperationException on construction — runtime material compilation is not available on web; precompile .filamat assets instead.")
actual class MaterialBuilder

MaterialBuilder compiles Filament material source code into binary packages.

MaterialBuilder takes high-level material definitions and generates optimized shaders for multiple backends (OpenGL, Vulkan, Metal, WebGPU). The resulting MaterialPackage can be loaded by Filament's Material system.

Initialization: Call Filamat.init() before using MaterialBuilder. Call shutdown() when finished.

Compilation: Configure material properties using methods like name(), shading(), blendingMode(), etc., then call build() to generate the package.

See also

@PlatformGap(platforms = [FilamentPlatform.WEB], behavior = "throws UnsupportedOperationException on construction — runtime material compilation is not available on web; precompile .filamat assets instead.")
actual class MaterialBuilder

MaterialBuilder compiles Filament material source code into binary packages.

MaterialBuilder takes high-level material definitions and generates optimized shaders for multiple backends (OpenGL, Vulkan, Metal, WebGPU). The resulting MaterialPackage can be loaded by Filament's Material system.

Initialization: Call Filamat.init() before using MaterialBuilder. Call shutdown() when finished.

Compilation: Configure material properties using methods like name(), shading(), blendingMode(), etc., then call build() to generate the package.

See also

Constructors

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actual constructor()
expect constructor()
actual constructor()
actual constructor()
constructor()

Types

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Blending modes determine how material color combines with background color.

Blending modes determine how material color combines with background color.

Blending modes determine how material color combines with background color.

Blending modes determine how material color combines with background color.

Blending modes determine how material color combines with background color.

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actual object Companion
expect object Companion
actual object Companion
actual object Companion
actual object Companion
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Which triangle faces are culled before rasterization.

Which triangle faces are culled before rasterization.

Which triangle faces are culled before rasterization.

Which triangle faces are culled before rasterization.

Which triangle faces are culled before rasterization.

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Vertex attribute interpolation in the fragment shader.

Vertex attribute interpolation in the fragment shader.

Vertex attribute interpolation in the fragment shader.

Vertex attribute interpolation in the fragment shader.

Vertex attribute interpolation in the fragment shader.

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Which pipeline stage the material targets.

Which pipeline stage the material targets.

Which pipeline stage the material targets.

Which pipeline stage the material targets.

Which pipeline stage the material targets.

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Shader optimization level applied at compile time.

Shader optimization level applied at compile time.

Shader optimization level applied at compile time.

Shader optimization level applied at compile time.

Shader optimization level applied at compile time.

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Precision level for numeric parameters.

Precision level for numeric parameters.

Precision level for numeric parameters.

Precision level for numeric parameters.

Precision level for numeric parameters.

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Platform class to generate shaders for.

Platform class to generate shaders for.

Platform class to generate shaders for.

Platform class to generate shaders for.

Platform class to generate shaders for.

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Source of reflections for the material.

Source of reflections for the material.

Source of reflections for the material.

Source of reflections for the material.

Source of reflections for the material.

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Source of refracted light for refractive materials.

Source of refracted light for refractive materials.

Source of refracted light for refractive materials.

Source of refracted light for refractive materials.

Source of refracted light for refractive materials.

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Geometry model used to compute refraction.

Geometry model used to compute refraction.

Geometry model used to compute refraction.

Geometry model used to compute refraction.

Geometry model used to compute refraction.

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Data format for sampler parameters.

Data format for sampler parameters.

Data format for sampler parameters.

Data format for sampler parameters.

Data format for sampler parameters.

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Sampler types for texture parameters.

Sampler types for texture parameters.

Sampler types for texture parameters.

Sampler types for texture parameters.

Sampler types for texture parameters.

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Shading model determines how light interacts with the material surface.

Shading model determines how light interacts with the material surface.

Shading model determines how light interacts with the material surface.

Shading model determines how light interacts with the material surface.

Shading model determines how light interacts with the material surface.

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How ambient occlusion is applied to specular indirect lighting.

How ambient occlusion is applied to specular indirect lighting.

How ambient occlusion is applied to specular indirect lighting.

How ambient occlusion is applied to specular indirect lighting.

How ambient occlusion is applied to specular indirect lighting.

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Graphics API(s) to generate shaders for.

Graphics API(s) to generate shaders for.

Graphics API(s) to generate shaders for.

Graphics API(s) to generate shaders for.

Graphics API(s) to generate shaders for.

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How transparent objects are rendered (BlendingMode.TRANSPARENT/BlendingMode.FADE only).

How transparent objects are rendered (BlendingMode.TRANSPARENT/BlendingMode.FADE only).

How transparent objects are rendered (BlendingMode.TRANSPARENT/BlendingMode.FADE only).

How transparent objects are rendered (BlendingMode.TRANSPARENT/BlendingMode.FADE only).

How transparent objects are rendered (BlendingMode.TRANSPARENT/BlendingMode.FADE only).

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Uniform variable types in material parameters.

Uniform variable types in material parameters.

Uniform variable types in material parameters.

Uniform variable types in material parameters.

Uniform variable types in material parameters.

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Custom vertex attribute variable slots.

Custom vertex attribute variable slots.

Custom vertex attribute variable slots.

Custom vertex attribute variable slots.

Custom vertex attribute variable slots.

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Coordinate space the vertex shader's material() output is expressed in.

Coordinate space the vertex shader's material() output is expressed in.

Coordinate space the vertex shader's material() output is expressed in.

Coordinate space the vertex shader's material() output is expressed in.

Coordinate space the vertex shader's material() output is expressed in.

Functions

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Converts fragment alpha to MSAA coverage; smoother BlendingMode.MASKED edges under MSAA.

Converts fragment alpha to MSAA coverage; smoother BlendingMode.MASKED edges under MSAA.

Converts fragment alpha to MSAA coverage; smoother BlendingMode.MASKED edges under MSAA.

Converts fragment alpha to MSAA coverage; smoother BlendingMode.MASKED edges under MSAA.

Converts fragment alpha to MSAA coverage; smoother BlendingMode.MASKED edges under MSAA.

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Sets how the material blends with the render target (BlendingMode.OPAQUE by default).

Sets how the material blends with the render target (BlendingMode.OPAQUE by default).

Sets how the material blends with the render target (BlendingMode.OPAQUE by default).

Sets how the material blends with the render target (BlendingMode.OPAQUE by default).

Sets how the material blends with the render target (BlendingMode.OPAQUE by default).

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actual fun build(): MaterialPackage

Compiles the material and returns the resulting package (check isValid before use).

expect fun build(): MaterialPackage

Compiles the material and returns the resulting package (check isValid before use).

actual fun build(): MaterialPackage

Compiles the material and returns the resulting package (check isValid before use).

actual fun build(): MaterialPackage

Compiles the material and returns the resulting package (check isValid before use).

actual fun build(): MaterialPackage

Compiles the material and returns the resulting package (check isValid before use).

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actual fun clearCoatIorChange(clearCoatIorChange: Boolean): MaterialBuilder

Makes the clear coat layer's IOR affect the base layer (physically correct; default: true).

expect fun clearCoatIorChange(clearCoatIorChange: Boolean): MaterialBuilder

Makes the clear coat layer's IOR affect the base layer (physically correct; default: true).

actual fun clearCoatIorChange(clearCoatIorChange: Boolean): MaterialBuilder

Makes the clear coat layer's IOR affect the base layer (physically correct; default: true).

actual fun clearCoatIorChange(clearCoatIorChange: Boolean): MaterialBuilder

Makes the clear coat layer's IOR affect the base layer (physically correct; default: true).

actual fun clearCoatIorChange(clearCoatIorChange: Boolean): MaterialBuilder

Makes the clear coat layer's IOR affect the base layer (physically correct; default: true).

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actual fun coloredPenumbra(coloredPenumbra: Boolean): MaterialBuilder

Enables colored shadow penumbras for this material's transparent shadows.

expect fun coloredPenumbra(coloredPenumbra: Boolean): MaterialBuilder

Enables colored shadow penumbras for this material's transparent shadows.

actual fun coloredPenumbra(coloredPenumbra: Boolean): MaterialBuilder

Enables colored shadow penumbras for this material's transparent shadows.

actual fun coloredPenumbra(coloredPenumbra: Boolean): MaterialBuilder

Enables colored shadow penumbras for this material's transparent shadows.

actual fun coloredPenumbra(coloredPenumbra: Boolean): MaterialBuilder

Enables colored shadow penumbras for this material's transparent shadows.

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actual fun colorWrite(enable: Boolean): MaterialBuilder

Enables/disables writes to the color buffer (default: true).

expect fun colorWrite(enable: Boolean): MaterialBuilder

Enables/disables writes to the color buffer (default: true).

actual fun colorWrite(enable: Boolean): MaterialBuilder

Enables/disables writes to the color buffer (default: true).

actual fun colorWrite(enable: Boolean): MaterialBuilder

Enables/disables writes to the color buffer (default: true).

actual fun colorWrite(enable: Boolean): MaterialBuilder

Enables/disables writes to the color buffer (default: true).

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Sets face culling (CullingMode.BACK by default).

Sets face culling (CullingMode.BACK by default).

Sets face culling (CullingMode.BACK by default).

Sets face culling (CullingMode.BACK by default).

Sets face culling (CullingMode.BACK by default).

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actual fun customSurfaceShading(customSurfaceShading: Boolean): MaterialBuilder

Enables custom surface shading: the material provides its own surfaceShading() function.

expect fun customSurfaceShading(customSurfaceShading: Boolean): MaterialBuilder

Enables custom surface shading: the material provides its own surfaceShading() function.

actual fun customSurfaceShading(customSurfaceShading: Boolean): MaterialBuilder

Enables custom surface shading: the material provides its own surfaceShading() function.

actual fun customSurfaceShading(customSurfaceShading: Boolean): MaterialBuilder

Enables custom surface shading: the material provides its own surfaceShading() function.

actual fun customSurfaceShading(customSurfaceShading: Boolean): MaterialBuilder

Enables custom surface shading: the material provides its own surfaceShading() function.

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actual fun depthCulling(enable: Boolean): MaterialBuilder

Enables/disables depth testing (default: true).

expect fun depthCulling(enable: Boolean): MaterialBuilder

Enables/disables depth testing (default: true).

actual fun depthCulling(enable: Boolean): MaterialBuilder

Enables/disables depth testing (default: true).

actual fun depthCulling(enable: Boolean): MaterialBuilder

Enables/disables depth testing (default: true).

actual fun depthCulling(enable: Boolean): MaterialBuilder

Enables/disables depth testing (default: true).

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actual fun depthWrite(enable: Boolean): MaterialBuilder

Enables/disables writes to the depth buffer (default: true, except for blended modes).

expect fun depthWrite(enable: Boolean): MaterialBuilder

Enables/disables writes to the depth buffer (default: true, except for blended modes).

actual fun depthWrite(enable: Boolean): MaterialBuilder

Enables/disables writes to the depth buffer (default: true, except for blended modes).

actual fun depthWrite(enable: Boolean): MaterialBuilder

Enables/disables writes to the depth buffer (default: true, except for blended modes).

actual fun depthWrite(enable: Boolean): MaterialBuilder

Enables/disables writes to the depth buffer (default: true, except for blended modes).

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actual fun doubleSided(doubleSided: Boolean): MaterialBuilder

Renders both faces and flips the normal on back faces; implies CullingMode.NONE.

expect fun doubleSided(doubleSided: Boolean): MaterialBuilder

Renders both faces and flips the normal on back faces; implies CullingMode.NONE.

actual fun doubleSided(doubleSided: Boolean): MaterialBuilder

Renders both faces and flips the normal on back faces; implies CullingMode.NONE.

actual fun doubleSided(doubleSided: Boolean): MaterialBuilder

Renders both faces and flips the normal on back faces; implies CullingMode.NONE.

actual fun doubleSided(doubleSided: Boolean): MaterialBuilder

Renders both faces and flips the normal on back faces; implies CullingMode.NONE.

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actual fun flipUV(flipUV: Boolean): MaterialBuilder

Flips the V texture coordinate at compile time (default: true, matching Filament's convention).

expect fun flipUV(flipUV: Boolean): MaterialBuilder

Flips the V texture coordinate at compile time (default: true, matching Filament's convention).

actual fun flipUV(flipUV: Boolean): MaterialBuilder

Flips the V texture coordinate at compile time (default: true, matching Filament's convention).

actual fun flipUV(flipUV: Boolean): MaterialBuilder

Flips the V texture coordinate at compile time (default: true, matching Filament's convention).

actual fun flipUV(flipUV: Boolean): MaterialBuilder

Flips the V texture coordinate at compile time (default: true, matching Filament's convention).

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Sets the interpolation quality of the shading normal (default: SMOOTH).

Sets the interpolation quality of the shading normal (default: SMOOTH).

Sets the interpolation quality of the shading normal (default: SMOOTH).

Sets the interpolation quality of the shading normal (default: SMOOTH).

Sets the interpolation quality of the shading normal (default: SMOOTH).

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actual fun maskThreshold(threshold: Float): MaterialBuilder

Sets the alpha cutoff for BlendingMode.MASKED (default: 0.4).

expect fun maskThreshold(threshold: Float): MaterialBuilder

Sets the alpha cutoff for BlendingMode.MASKED (default: 0.4).

actual fun maskThreshold(threshold: Float): MaterialBuilder

Sets the alpha cutoff for BlendingMode.MASKED (default: 0.4).

actual fun maskThreshold(threshold: Float): MaterialBuilder

Sets the alpha cutoff for BlendingMode.MASKED (default: 0.4).

actual fun maskThreshold(threshold: Float): MaterialBuilder

Sets the alpha cutoff for BlendingMode.MASKED (default: 0.4).

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actual fun material(code: String): MaterialBuilder

Sets the fragment-stage material code: a GLSL void material(inout MaterialInputs) body.

expect fun material(code: String): MaterialBuilder

Sets the fragment-stage material code: a GLSL void material(inout MaterialInputs) body.

actual fun material(code: String): MaterialBuilder

Sets the fragment-stage material code: a GLSL void material(inout MaterialInputs) body.

actual fun material(code: String): MaterialBuilder

Sets the fragment-stage material code: a GLSL void material(inout MaterialInputs) body.

actual fun material(code: String): MaterialBuilder

Sets the fragment-stage material code: a GLSL void material(inout MaterialInputs) body.

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Sets the material domain (MaterialDomain.SURFACE by default).

Sets the material domain (MaterialDomain.SURFACE by default).

Sets the material domain (MaterialDomain.SURFACE by default).

Sets the material domain (MaterialDomain.SURFACE by default).

Sets the material domain (MaterialDomain.SURFACE by default).

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Sets the vertex-stage material code: a GLSL void materialVertex(inout MaterialVertexInputs) body.

Sets the vertex-stage material code: a GLSL void materialVertex(inout MaterialVertexInputs) body.

Sets the vertex-stage material code: a GLSL void materialVertex(inout MaterialVertexInputs) body.

Sets the vertex-stage material code: a GLSL void materialVertex(inout MaterialVertexInputs) body.

Sets the vertex-stage material code: a GLSL void materialVertex(inout MaterialVertexInputs) body.

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Simulates extra light bounces in occluded areas to reduce over-darkening from AO.

Simulates extra light bounces in occluded areas to reduce over-darkening from AO.

Simulates extra light bounces in occluded areas to reduce over-darkening from AO.

Simulates extra light bounces in occluded areas to reduce over-darkening from AO.

Simulates extra light bounces in occluded areas to reduce over-darkening from AO.

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actual fun name(name: String): MaterialBuilder

Sets the material's name (shown in tooling and debug output).

expect fun name(name: String): MaterialBuilder

Sets the material's name (shown in tooling and debug output).

actual fun name(name: String): MaterialBuilder

Sets the material's name (shown in tooling and debug output).

actual fun name(name: String): MaterialBuilder

Sets the material's name (shown in tooling and debug output).

actual fun name(name: String): MaterialBuilder

Sets the material's name (shown in tooling and debug output).

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Sets the shader optimization level (Optimization.PERFORMANCE by default).

Sets the shader optimization level (Optimization.PERFORMANCE by default).

Sets the shader optimization level (Optimization.PERFORMANCE by default).

Sets the shader optimization level (Optimization.PERFORMANCE by default).

Sets the shader optimization level (Optimization.PERFORMANCE by default).

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Selects the platform class to generate shaders for (Platform.ALL to cover everything).

Selects the platform class to generate shaders for (Platform.ALL to cover everything).

Selects the platform class to generate shaders for (Platform.ALL to cover everything).

Selects the platform class to generate shaders for (Platform.ALL to cover everything).

Selects the platform class to generate shaders for (Platform.ALL to cover everything).

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Sets how the post-lighting color blends with the lit result.

Sets how the post-lighting color blends with the lit result.

Sets how the post-lighting color blends with the lit result.

Sets how the post-lighting color blends with the lit result.

Sets how the post-lighting color blends with the lit result.

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Sets where reflections are sampled from (ReflectionMode.DEFAULT by default).

Sets where reflections are sampled from (ReflectionMode.DEFAULT by default).

Sets where reflections are sampled from (ReflectionMode.DEFAULT by default).

Sets where reflections are sampled from (ReflectionMode.DEFAULT by default).

Sets where reflections are sampled from (ReflectionMode.DEFAULT by default).

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Sets where refracted light is sampled from (RefractionMode.NONE by default).

Sets where refracted light is sampled from (RefractionMode.NONE by default).

Sets where refracted light is sampled from (RefractionMode.NONE by default).

Sets where refracted light is sampled from (RefractionMode.NONE by default).

Sets where refracted light is sampled from (RefractionMode.NONE by default).

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Sets the refraction geometry model (RefractionType.SOLID by default).

Sets the refraction geometry model (RefractionType.SOLID by default).

Sets the refraction geometry model (RefractionType.SOLID by default).

Sets the refraction geometry model (RefractionType.SOLID by default).

Sets the refraction geometry model (RefractionType.SOLID by default).

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Requires the given vertex attribute to be present in rendered geometry (e.g. UV1, COLOR).

Requires the given vertex attribute to be present in rendered geometry (e.g. UV1, COLOR).

Requires the given vertex attribute to be present in rendered geometry (e.g. UV1, COLOR).

Requires the given vertex attribute to be present in rendered geometry (e.g. UV1, COLOR).

Requires the given vertex attribute to be present in rendered geometry (e.g. UV1, COLOR).

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Declares a texture sampler parameter, settable via MaterialInstance.setParameter.

Declares a texture sampler parameter, settable via MaterialInstance.setParameter.

Declares a texture sampler parameter, settable via MaterialInstance.setParameter.

Declares a texture sampler parameter, settable via MaterialInstance.setParameter.

Declares a texture sampler parameter, settable via MaterialInstance.setParameter.

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Sets the shading model (LIT, UNLIT, SUBSURFACE, CLOTH, SPECULAR_GLOSSINESS).

Sets the shading model (LIT, UNLIT, SUBSURFACE, CLOTH, SPECULAR_GLOSSINESS).

Sets the shading model (LIT, UNLIT, SUBSURFACE, CLOTH, SPECULAR_GLOSSINESS).

Sets the shading model (LIT, UNLIT, SUBSURFACE, CLOTH, SPECULAR_GLOSSINESS).

Sets the shading model (LIT, UNLIT, SUBSURFACE, CLOTH, SPECULAR_GLOSSINESS).

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actual fun shadowMultiplier(shadowMultiplier: Boolean): MaterialBuilder

UNLIT only: multiplies the final color by the shadowing factor, for shadow-receiver planes.

expect fun shadowMultiplier(shadowMultiplier: Boolean): MaterialBuilder

UNLIT only: multiplies the final color by the shadowing factor, for shadow-receiver planes.

actual fun shadowMultiplier(shadowMultiplier: Boolean): MaterialBuilder

UNLIT only: multiplies the final color by the shadowing factor, for shadow-receiver planes.

actual fun shadowMultiplier(shadowMultiplier: Boolean): MaterialBuilder

UNLIT only: multiplies the final color by the shadowing factor, for shadow-receiver planes.

actual fun shadowMultiplier(shadowMultiplier: Boolean): MaterialBuilder

UNLIT only: multiplies the final color by the shadowing factor, for shadow-receiver planes.

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Sets how AO is applied to specular lighting (SpecularAmbientOcclusion.NONE by default).

Sets how AO is applied to specular lighting (SpecularAmbientOcclusion.NONE by default).

Sets how AO is applied to specular lighting (SpecularAmbientOcclusion.NONE by default).

Sets how AO is applied to specular lighting (SpecularAmbientOcclusion.NONE by default).

Sets how AO is applied to specular lighting (SpecularAmbientOcclusion.NONE by default).

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actual fun specularAntiAliasing(specularAntiAliasing: Boolean): MaterialBuilder

Reduces specular shimmering/aliasing on curved geometry (LIT models only).

expect fun specularAntiAliasing(specularAntiAliasing: Boolean): MaterialBuilder

Reduces specular shimmering/aliasing on curved geometry (LIT models only).

actual fun specularAntiAliasing(specularAntiAliasing: Boolean): MaterialBuilder

Reduces specular shimmering/aliasing on curved geometry (LIT models only).

actual fun specularAntiAliasing(specularAntiAliasing: Boolean): MaterialBuilder

Reduces specular shimmering/aliasing on curved geometry (LIT models only).

actual fun specularAntiAliasing(specularAntiAliasing: Boolean): MaterialBuilder

Reduces specular shimmering/aliasing on curved geometry (LIT models only).

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Clamping threshold of the specular AA roughness increase, in [0, 1] (default: 0.2).

Clamping threshold of the specular AA roughness increase, in [0, 1] (default: 0.2).

Clamping threshold of the specular AA roughness increase, in [0, 1] (default: 0.2).

Clamping threshold of the specular AA roughness increase, in [0, 1] (default: 0.2).

Clamping threshold of the specular AA roughness increase, in [0, 1] (default: 0.2).

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Screen-space variance of the specular AA filter kernel, in [0, 1] (default: 0.15).

Screen-space variance of the specular AA filter kernel, in [0, 1] (default: 0.15).

Screen-space variance of the specular AA filter kernel, in [0, 1] (default: 0.15).

Screen-space variance of the specular AA filter kernel, in [0, 1] (default: 0.15).

Screen-space variance of the specular AA filter kernel, in [0, 1] (default: 0.15).

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Selects the graphics API(s) to generate shaders for; fewer APIs → smaller package.

Selects the graphics API(s) to generate shaders for; fewer APIs → smaller package.

Selects the graphics API(s) to generate shaders for; fewer APIs → smaller package.

Selects the graphics API(s) to generate shaders for; fewer APIs → smaller package.

Selects the graphics API(s) to generate shaders for; fewer APIs → smaller package.

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Sets the transparency rendering strategy (TransparencyMode.DEFAULT by default).

Sets the transparency rendering strategy (TransparencyMode.DEFAULT by default).

Sets the transparency rendering strategy (TransparencyMode.DEFAULT by default).

Sets the transparency rendering strategy (TransparencyMode.DEFAULT by default).

Sets the transparency rendering strategy (TransparencyMode.DEFAULT by default).

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actual fun transparentShadow(transparentShadow: Boolean): MaterialBuilder

Makes this transparent material cast (dithered) transparent shadows.

expect fun transparentShadow(transparentShadow: Boolean): MaterialBuilder

Makes this transparent material cast (dithered) transparent shadows.

actual fun transparentShadow(transparentShadow: Boolean): MaterialBuilder

Makes this transparent material cast (dithered) transparent shadows.

actual fun transparentShadow(transparentShadow: Boolean): MaterialBuilder

Makes this transparent material cast (dithered) transparent shadows.

actual fun transparentShadow(transparentShadow: Boolean): MaterialBuilder

Makes this transparent material cast (dithered) transparent shadows.

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Declares a uniform parameter of type named name, settable via MaterialInstance.setParameter.

Declares a uniform parameter with an explicit shader precision.

Declares a uniform parameter of type named name, settable via MaterialInstance.setParameter.

Declares a uniform parameter with an explicit shader precision.

Declares a uniform parameter of type named name, settable via MaterialInstance.setParameter.

Declares a uniform parameter with an explicit shader precision.

Declares a uniform parameter of type named name, settable via MaterialInstance.setParameter.

Declares a uniform parameter with an explicit shader precision.

Declares a uniform parameter of type named name, settable via MaterialInstance.setParameter.

Declares a uniform parameter with an explicit shader precision.

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Declares a uniform array parameter of size elements.

Declares a uniform array parameter with an explicit shader precision.

Declares a uniform array parameter of size elements.

Declares a uniform array parameter with an explicit shader precision.

Declares a uniform array parameter of size elements.

Declares a uniform array parameter with an explicit shader precision.

Declares a uniform array parameter of size elements.

Declares a uniform array parameter with an explicit shader precision.

Declares a uniform array parameter of size elements.

Declares a uniform array parameter with an explicit shader precision.

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Uses the legacy (non-CPU-skinning-aware) morph target implementation.

Uses the legacy (non-CPU-skinning-aware) morph target implementation.

Uses the legacy (non-CPU-skinning-aware) morph target implementation.

Uses the legacy (non-CPU-skinning-aware) morph target implementation.

Uses the legacy (non-CPU-skinning-aware) morph target implementation.

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Names a custom interpolant (Variable slot) passed from the vertex to the fragment stage.

Names a custom interpolant (Variable slot) passed from the vertex to the fragment stage.

Names a custom interpolant (Variable slot) passed from the vertex to the fragment stage.

Names a custom interpolant (Variable slot) passed from the vertex to the fragment stage.

Names a custom interpolant (Variable slot) passed from the vertex to the fragment stage.

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actual fun variantFilter(variantFilter: Int): MaterialBuilder

Bitmask of shader variants to exclude from compilation, shrinking the package.

expect fun variantFilter(variantFilter: Int): MaterialBuilder

Bitmask of shader variants to exclude from compilation, shrinking the package.

actual fun variantFilter(variantFilter: Int): MaterialBuilder

Bitmask of shader variants to exclude from compilation, shrinking the package.

actual fun variantFilter(variantFilter: Int): MaterialBuilder

Bitmask of shader variants to exclude from compilation, shrinking the package.

actual fun variantFilter(variantFilter: Int): MaterialBuilder

Bitmask of shader variants to exclude from compilation, shrinking the package.

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Sets the coordinate space of the vertex output (VertexDomain.OBJECT by default).

Sets the coordinate space of the vertex output (VertexDomain.OBJECT by default).

Sets the coordinate space of the vertex output (VertexDomain.OBJECT by default).

Sets the coordinate space of the vertex output (VertexDomain.OBJECT by default).

Sets the coordinate space of the vertex output (VertexDomain.OBJECT by default).