rememberTransparentColorMaterialInstance
fun rememberTransparentColorMaterialInstance(color: LinearColor, alpha: Float = 0.5f, metallic: Float = 0.0f, roughness: Float = 0.5f, reflectance: Float = 0.5f, engine: Engine = LocalFilamentEngine.current ?: noFilamentEngine()): MaterialInstance
A LIT PBR MaterialInstance tinted color with alpha transparency — the "make this object semi-transparent" case with no .mat authoring. Alpha is pre-multiplied by the shader and the material renders in two depth passes so convex primitives composite correctly with themselves.
Transparent surfaces usually shouldn't cast opaque shadows — pass castShadows = false on the primitive for glass-like looks.
Sphere(material = rememberTransparentColorMaterialInstance(LinearColor(0.3f, 0.6f, 0.9f), alpha = 0.35f))Content copied to clipboard
Parameters
color
Linear-sRGB base colour.
alpha
Opacity: 0 = fully transparent, 1 = opaque.
metallic
0 = dielectric, 1 = metal.
roughness
0 = mirror, 1 = fully rough.
reflectance
Dielectric Fresnel reflectance (0.5 ≈ the common 4% default).
engine
Engine that owns the material. Defaults to the current composition scope's engine.