MaterialBuilder

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

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

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

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

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()
constructor()
actual constructor()
actual 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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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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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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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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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.

Functions

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actual fun build(): MaterialPackage
expect fun build(): MaterialPackage
actual fun build(): MaterialPackage
actual fun build(): MaterialPackage
actual fun build(): MaterialPackage
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actual fun clearCoatIorChange(clearCoatIorChange: Boolean): MaterialBuilder
expect fun clearCoatIorChange(clearCoatIorChange: Boolean): MaterialBuilder
actual fun clearCoatIorChange(clearCoatIorChange: Boolean): MaterialBuilder
actual fun clearCoatIorChange(clearCoatIorChange: Boolean): MaterialBuilder
actual fun clearCoatIorChange(clearCoatIorChange: Boolean): MaterialBuilder
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actual fun coloredPenumbra(coloredPenumbra: Boolean): MaterialBuilder
expect fun coloredPenumbra(coloredPenumbra: Boolean): MaterialBuilder
actual fun coloredPenumbra(coloredPenumbra: Boolean): MaterialBuilder
actual fun coloredPenumbra(coloredPenumbra: Boolean): MaterialBuilder
actual fun coloredPenumbra(coloredPenumbra: Boolean): MaterialBuilder
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actual fun colorWrite(enable: Boolean): MaterialBuilder
expect fun colorWrite(enable: Boolean): MaterialBuilder
actual fun colorWrite(enable: Boolean): MaterialBuilder
actual fun colorWrite(enable: Boolean): MaterialBuilder
actual fun colorWrite(enable: Boolean): MaterialBuilder
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actual fun customSurfaceShading(customSurfaceShading: Boolean): MaterialBuilder
expect fun customSurfaceShading(customSurfaceShading: Boolean): MaterialBuilder
actual fun customSurfaceShading(customSurfaceShading: Boolean): MaterialBuilder
actual fun customSurfaceShading(customSurfaceShading: Boolean): MaterialBuilder
actual fun customSurfaceShading(customSurfaceShading: Boolean): MaterialBuilder
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actual fun depthCulling(enable: Boolean): MaterialBuilder
expect fun depthCulling(enable: Boolean): MaterialBuilder
actual fun depthCulling(enable: Boolean): MaterialBuilder
actual fun depthCulling(enable: Boolean): MaterialBuilder
actual fun depthCulling(enable: Boolean): MaterialBuilder
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actual fun depthWrite(enable: Boolean): MaterialBuilder
expect fun depthWrite(enable: Boolean): MaterialBuilder
actual fun depthWrite(enable: Boolean): MaterialBuilder
actual fun depthWrite(enable: Boolean): MaterialBuilder
actual fun depthWrite(enable: Boolean): MaterialBuilder
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actual fun doubleSided(doubleSided: Boolean): MaterialBuilder
expect fun doubleSided(doubleSided: Boolean): MaterialBuilder
actual fun doubleSided(doubleSided: Boolean): MaterialBuilder
actual fun doubleSided(doubleSided: Boolean): MaterialBuilder
actual fun doubleSided(doubleSided: Boolean): MaterialBuilder
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actual fun flipUV(flipUV: Boolean): MaterialBuilder
expect fun flipUV(flipUV: Boolean): MaterialBuilder
actual fun flipUV(flipUV: Boolean): MaterialBuilder
actual fun flipUV(flipUV: Boolean): MaterialBuilder
actual fun flipUV(flipUV: Boolean): MaterialBuilder
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actual fun maskThreshold(threshold: Float): MaterialBuilder
expect fun maskThreshold(threshold: Float): MaterialBuilder
actual fun maskThreshold(threshold: Float): MaterialBuilder
actual fun maskThreshold(threshold: Float): MaterialBuilder
actual fun maskThreshold(threshold: Float): MaterialBuilder
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actual fun material(code: String): MaterialBuilder
expect fun material(code: String): MaterialBuilder
actual fun material(code: String): MaterialBuilder
actual fun material(code: String): MaterialBuilder
actual fun material(code: String): MaterialBuilder
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actual fun name(name: String): MaterialBuilder
expect fun name(name: String): MaterialBuilder
actual fun name(name: String): MaterialBuilder
actual fun name(name: String): MaterialBuilder
actual fun name(name: String): MaterialBuilder
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actual fun shadowMultiplier(shadowMultiplier: Boolean): MaterialBuilder
expect fun shadowMultiplier(shadowMultiplier: Boolean): MaterialBuilder
actual fun shadowMultiplier(shadowMultiplier: Boolean): MaterialBuilder
actual fun shadowMultiplier(shadowMultiplier: Boolean): MaterialBuilder
actual fun shadowMultiplier(shadowMultiplier: Boolean): MaterialBuilder
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actual fun specularAntiAliasing(specularAntiAliasing: Boolean): MaterialBuilder
expect fun specularAntiAliasing(specularAntiAliasing: Boolean): MaterialBuilder
actual fun specularAntiAliasing(specularAntiAliasing: Boolean): MaterialBuilder
actual fun specularAntiAliasing(specularAntiAliasing: Boolean): MaterialBuilder
actual fun specularAntiAliasing(specularAntiAliasing: Boolean): MaterialBuilder
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actual fun transparentShadow(transparentShadow: Boolean): MaterialBuilder
expect fun transparentShadow(transparentShadow: Boolean): MaterialBuilder
actual fun transparentShadow(transparentShadow: Boolean): MaterialBuilder
actual fun transparentShadow(transparentShadow: Boolean): MaterialBuilder
actual fun transparentShadow(transparentShadow: Boolean): MaterialBuilder
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actual fun variantFilter(variantFilter: Int): MaterialBuilder
expect fun variantFilter(variantFilter: Int): MaterialBuilder
actual fun variantFilter(variantFilter: Int): MaterialBuilder
actual fun variantFilter(variantFilter: Int): MaterialBuilder
actual fun variantFilter(variantFilter: Int): MaterialBuilder
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