UeMeshStandardMaterial
A ready-to-use material with built-in lighting support (ambient, point, directional, spot) and texture handling.
Currently handles up to 1 directional light, 8 point lights and 8 spot lights. Only 1 directional, 1 point light and 1 spot light can cast shadows simultaneously.
Inherits from UeMaterial
NOTE: Most properties listed below are fully implemented in
sh_ue_standard. Some advanced maps likebumpMap,envMaporlightMapare still in development.
🧾 Material Properties
| Property | Type | Description | Default |
|---|---|---|---|
color | color | Base color of the material. | c_white |
emissive | color | Emissive (self-illuminated) color of the material. This color is added to the final pixel color, independent of scene lighting. | c_black |
emissiveIntensity | float | Multiplier applied to the emissive color. | 0 |
metalness | float | How much the material looks like a metal. Non-metallic materials such as wood or stone use 0.0, metallic use 1.0. | 0 |
roughness | float | How rough the material appears. 0.0 means a smooth mirror reflection, 1.0 means fully diffuse. | 1 |
aoMapIntensity | float | Intensity of the ambient occlusion effect. | 1 |
bumpScale | float | How much the bump map affects the surface. | 1 |
normalMapScale | vec2 | How much the normal map affects the surface. | [1, 1] |
displacementScale | float | How much the displacement map affects the mesh. | 0 |
displacementBias | float | Offset of the displacement map values. | 0 |
lightMapIntensity | float | Intensity of the light map. | 1 |
envMapIntensity | float | Intensity of the environment map. | 1 |
envMapRotation | vec3 | Rotation of the environment map (Euler angles). | [0, 0, 0] |
flatShading | boolean | Whether the material is rendered with flat shading. | false |
fog | boolean | Whether the material is affected by fog (Linear and Exponential are supported). | true |
🧾 Textures
| Property | Type | Description | Default |
|---|---|---|---|
textures.map | UeTexture | The main diffuse/albedo texture. | undefined |
textures.emissiveMap | UeTexture | Texture used to modulate the emissive color. | undefined |
textures.alphaMap | UeTexture | Texture used to control the alpha (transparency) per pixel. | undefined |
textures.ormMap | UeTexture | Packed texture for Occlusion, Roughness, and Metalness. Color channel mapping: R = Ambient Occlusion, G = Roughness, B = Metalness. | undefined |
textures.normalMap | UeTexture | Normal map for adding surface detail. | undefined |
textures.displacementMap | UeTexture | Displacement map for deforming the mesh. | undefined |
🧾 Methods​
| Method | Description |
|---|---|
setColor(color) | Sets the base color of the material (e.g. c_red, c_white). |
setEmissiveColor(color) | Sets the emissive color of the material. |