Revision Difference
Global.Material#514887
<function name="Material" parent="Global" type="libraryfunc">⤶
<description>⤶
Either returns the material with the given name, or loads the material interpreting the first argument as the path.⤶
⤶
<note>When using .png or .jpg textures, try to make their sizes Power Of 2 (1, 2, 4, 8, 16, 32, 64, etc). While images are no longer scaled to Power of 2 sizes since February 2019, it is a good practice for things like icons, etc.</note>⤶
</description>⤶
<realm>Shared and Menu</realm>⤶
<file line="17-L30">lua/includes/util.lua</file>⤶
<args>⤶
<arg name="materialName" type="string">The material name or path. The path is relative to the **materials/** folder. You do not need to add **materials/** to your path.

To retrieve a Lua material created with <page>Global.CreateMaterial</page>, just prepend a "!" to the material name.

<note>Since paths are relative to the materials folder, resource paths like ../data/MyImage.jpg will work since ".." translates to moving up a parent directory in the file tree.</note></arg>⤶
<arg name="pngParameters" type="string" default="nil">A string containing space separated keywords which will be used to add material parameters.

See <page>Material Parameters</page> for more information.

<note>This feature only works when importing .png or .jpeg image files</note></arg>⤶
</args>⤶
<rets>⤶
<ret name="" type="IMaterial">Generated material</ret>⤶
<ret name="" type="number">How long it took for the function to run</ret>⤶
</rets>⤶
</function>⤶
⤶
<example>⤶
<description>⤶
Creates a PNG material with noclamp and smooth parameters set and then draws on screen.⤶
⤶
In this example the .png file is located in **materials/vgui/wave.png**⤶
</description>⤶
<code>⤶
local wave = Material( "vgui/wave.png", "noclamp smooth" )⤶
⤶
hook.Add( "HUDPaint", "HUDPaint_DrawATexturedBox", function()⤶
surface.SetMaterial( wave )⤶
surface.SetDrawColor( 255, 255, 255, 255 )⤶
surface.DrawTexturedRect( 50, 50, 128, 128 )⤶
end )⤶
</code>⤶
⤶
</example>⤶
⤶
⤶
<example>⤶
<description>Acquires and uses one of the <page>Post-Processing Materials</page> to make the screen darker and more saturated</description>⤶
<code>⤶
local mat_color = Material( "pp/colour" ) -- used outside of the hook for performance⤶
⤶
hook.Add("RenderScreenspaceEffects", "ColorExample", function()⤶
render.UpdateScreenEffectTexture()⤶
⤶
mat_color:SetTexture( "$fbtexture", render.GetScreenEffectTexture() )⤶
⤶
mat_color:SetFloat( "$pp_colour_addr", 0 )⤶
mat_color:SetFloat( "$pp_colour_addg", 0 )⤶
mat_color:SetFloat( "$pp_colour_addb", 0 )⤶
mat_color:SetFloat( "$pp_colour_mulr", 0 )⤶
mat_color:SetFloat( "$pp_colour_mulg", 0 )⤶
mat_color:SetFloat( "$pp_colour_mulb", 0 )⤶
mat_color:SetFloat( "$pp_colour_brightness", 0 )⤶
mat_color:SetFloat( "$pp_colour_contrast", 0.5 )⤶
mat_color:SetFloat( "$pp_colour_colour", 5 )⤶
⤶
render.SetMaterial( mat_color )⤶
render.DrawScreenQuad()⤶
end )⤶
</code>⤶
⤶
</example>