Revision Difference
MaterialAPI#547708
<cat>Code.Shader</cat>
<title>Material API</title>
# What is the Material API
The Material API is a collection of helper methods & texture inputs to describe the surface of your material. The main purpose of the Material API is to prepare your data and pass it to a shading model.
The Material API is a collection of helper methods & texture inputs to describe the surface of your material. The main purpose of the Material API is to prepare your data and pass it to a <page>ShadingModel</page>.
The Material API is automatically used when you add the `common/pixel.hlsl` include to your pixel shader.
```
PS
{
#include "common/pixel.hlsl"
float4 MainPs( PixelInput i ) : SV_Target0
{
// Gather our texture inputs and convert them to the material struct
Material m = GatherMaterial( i );
// Force our object to be metallic
m.Metalness = 1.3f;
// Shade our surface with lighting
return FinalizePixelMaterial( i, m );
}
}
```
# Texture Inputs
By default, the Material API provides a set of texture inputs. These texture inputs can be used to automatically populate the Material struct for you. To populate your Material object, simply call `GatherMaterial` using your `PixelInput` as the argument. GatherMaterial will automatically transform your normal map to be within object space, set up texture compression & pack different textures into one texture to reduce memory.
```
Material m = GatherMaterial( i );
```
<upload src="653cb/8daa5101c74c705.png" size="77533" name="image.png" />
# Material
```
// Defined in common/pixel.material.structs.hlsl
// Included automatically by common/pixel.hlsl
struct Material
{
float3 Albedo; // default: float3(1.0, 1.0, 1.0)
float3 Emission; // default: float3(0.0, 0.0, 0.0)
float Opacity; // default: 1.0
float TintMask; // default: 1.0
float3 Normal; // default: float3(0.0, 0.0, 1.0), note: this is in world space
float Roughness; // default: 1.0
float Metalness; // default: 0.0,
float3 AmbientOcclusion; // default: 1.0, can be normal AO or bent normal AO
// Everything below here is not used in the standard shading model at the time of writing
float3 Sheen; // default: float3(0.0)
float SheenRoughness; // default: 0.0
float Clearcoat; // default: 0.0
float ClearcoatRoughness; // default: 0.03
float3 ClearcoatNormal; // default: float3(0.0, 0.0, 1.0)
float Anisotropy; // default: 0.0
float3 AnisotropyRotation; // default: float3(1.0, 0.0, 0.0)
// only available when the shading model is subsurface (skin, etc)
float Thickness; // default: 0.5
float SubsurfacePower; // default: 12.234
// only available when the shading model is cloth
float3 SheenColor; // default: sqrt(baseColor)
// only available when the shading model is cloth/subsurface
float3 SubsurfaceColor; // default: float3(0.0)
// only available when the shading model is refraction
float3 Transmission; // default: 1.0
float3 Absorption; // default float3(0.0, 0.0, 0.0)
float IndexOfRefraction; // default: 1.5
float MicroThickness; // default: 0.0
};
```