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<meta charset="utf-8">
<style>img { max-width: 100%; }</style>
**Filament Materials Guide**
![](images/filament_logo.png)
# About
This document is part of the [Filament project](https://github.com/google/filament). To report errors in this document please use the [project's issue tracker](https://github.com/google/filament/issues).
## Authors
- [Romain Guy](https://github.com/romainguy), [@romainguy](https://twitter.com/romainguy)
# Overview
Filament is a physically based rendering (PBR) engine for Android. Filament offers a customizable
material system that you can use to create both simple and complex materials. This document
describes all the features available to materials and how to create your own material.
## Core concepts
Material
: A material defines the visual appearance of a surface. To completely describe and render a
surface, a material provides the following information:
- Material model
- Set of use-controllable named parameters
- Raster state (blending mode, backface culling, etc.)
- Vertex shader code
- Fragment shader code
Material model
: Also called _shading model_ or _lighting model_, the material model defines the intrinsic
properties of a surface. These properties have a direct influence on the way lighting is
computed and therefore on the appearance of a surface.
Material definition
: A text file that describes all the information required by a material. This is the file that you
will directly author to create new materials.
Material package
: At runtime, materials are loaded from _material packages_ compiled from material definitions
using the `matc` tool. A material package contains all the information required to describe a
material, and shaders generated for the target runtime platforms. This is necessary because
different platforms (Android, macOS, Linux, etc.) use different graphics APIs or different
variants of similar graphics APIs (OpenGL vs OpenGL ES for instance).
Material instance
: A material instance is a reference to a material and a set of values for the different values of
that material. Material instances are not covered in this document as they are created and
manipulated directly from code using Filament's APIs.
# Material models
Filament materials can use one of the following material models:
- Lit (or standard)
- Subsurface
- Cloth
- Unlit
- Specular glossiness (legacy)
## Lit model
The lit model is Filament's standard material model. This physically-based shading model was
designed after to offer good interoperability with other common tools and engines such as _Unity 5_,
_Unreal Engine 4_, _Substance Designer_ or _Marmoset Toolbag_.
This material model can be used to describe a large number of non-metallic surfaces (_dielectrics_)
or metallic surfaces (_conductors_).
The appearance of a material using the standard model is controlled using the properties described
in table [standardProperties].
Property | Definition
-----------------------:|:---------------------
**baseColor** | Diffuse albedo for non-metallic surfaces, and specular color for metallic surfaces
**metallic** | Whether a surface appears to be dielectric (0.0) or conductor (1.0). Often used as a binary value (0 or 1)
**roughness** | Perceived smoothness (1.0) or roughness (0.0) of a surface. Smooth surfaces exhibit sharp reflections
**reflectance** | Fresnel reflectance at normal incidence for dielectric surfaces. This directly controls the strength of the reflections
**clearCoat** | Strength of the clear coat layer
**clearCoatRoughness** | Perceived smoothness or roughness of the clear coat layer
**anisotropy** | Amount of anisotropy in either the tangent or bitangent direction
**anisotropyDirection** | Local surface direction
**ambientOcclusion** | Defines how much of the ambient light is accessible to a surface point. It is a per-pixel shadowing factor between 0.0 and 1.0
**normal** | A detail normal used to perturb the surface using _bump mapping_ (_normal mapping_)
**clearCoatNormal** | A detail normal used to perturb the clear coat layer using _bump mapping_ (_normal mapping_)
**emissive** | Additional diffuse albedo to simulate emissive surfaces (such as neons, etc.) This property is mostly useful in an HDR pipeline with a bloom pass
**postLightingColor** | Additional color that can be blended with the result of the lighting computations. See `postLightingBlending`
[Table [standardProperties]: Properties of the standard model]
The type and range of each property is described in table [standardPropertiesTypes].
Property | Type | Range | Note
-----------------------:|:--------:|:------------------------:|:-------------------------
**baseColor** | float4 | [0..1] | Pre-multiplied linear RGB
**metallic** | float | [0..1] | Should be 0 or 1
**roughness** | float | [0..1] |
**reflectance** | float | [0..1] | Prefer values > 0.35
**clearCoat** | float | [0..1] | Should be 0 or 1
**clearCoatRoughness** | float | [0..1] |
**anisotropy** | float | [-1..1] | Anisotropy is in the tangent direction when this value is positive
**anisotropyDirection** | float3 | [0..1] | Linear RGB, encodes a direction vector in tangent space
**ambientOcclusion** | float | [0..1] |
**normal** | float3 | [0..1] | Linear RGB, encodes a direction vector in tangent space
**clearCoatNormal** | float3 | [0..1] | Linear RGB, encodes a direction vector in tangent space
**emissive** | float4 | rgb=[0..1], a=[-n..n] | Alpha is the exposure compensation
**postLightingColor** | float4 | [0..1] | Pre-multiplied linear RGB
[Table [standardPropertiesTypes]: Range and type of the standard model's properties]
!!! Note: About linear RGB
Several material model properties expect RGB colors. Filament materials use RGB colors in linear
space and you must take proper care of supplying colors in that space. See the Linear colors
section for more information.
!!! Note: About pre-multiplied RGB
Filament materials expect colors to use pre-multiplied alpha. See the Pre-multiplied alpha
section for more information.
### Base color
The `baseColor` property defines the perceived color of an object (sometimes called albedo). The
effect of `baseColor` depends on the nature of the surface, controlled by the `metallic` property
explained in the Metallic section.
Non-metals (dielectrics)
: Defines the diffuse color of the surface. Real-world values are typically found in the range
$[10..240]$ if the value is encoded between 0 and 255, or in the range $[0.04..0.94]$ between 0
and 1. Several examples of base colors for non-metallic surfaces can be found in
table [baseColorsDielectrics].
Metal | sRGB | Hexadecimal | Color
----------:|:-------------------:|:------------:|-------------------------------------------------------
Coal | 0.19, 0.19, 0.19 | #323232 | <div style="background-color: #323232; width: 60px"> </div>
Rubber | 0.21, 0.21, 0.21 | #353535 | <div style="background-color: #353535; width: 60px"> </div>
Mud | 0.33, 0.24, 0.19 | #553d31 | <div style="background-color: #875c3c; width: 60px"> </div>
Wood | 0.53, 0.36, 0.24 | #875c3c | <div style="background-color: #c4c6c6; width: 60px"> </div>
Vegetation | 0.48, 0.51, 0.31 | #7b824e | <div style="background-color: #7b824e; width: 60px"> </div>
Brick | 0.58, 0.49, 0.46 | #947d75 | <div style="background-color: #947d75; width: 60px"> </div>
Sand | 0.69, 0.66, 0.52 | #b1a884 | <div style="background-color: #b1a884; width: 60px"> </div>
Concrete | 0.75, 0.75, 0.73 | #c0bfbb | <div style="background-color: #c0bfbb; width: 60px"> </div>
[Table [baseColorsDielectrics]: `baseColor` for common non-metals]
Metals (conductors)
: Defines the specular color of the surface. Real-world values are typically found in the range
$[170..255]$ if the value is encoded between 0 and 255, or in the range $[0.66..1.0]$ between 0 and
1. Several examples of base colors for metallic surfaces can be found in table [baseColorsConductors].
Metal | sRGB | Hexadecimal | Color
----------:|:-------------------:|:------------:|-------------------------------------------------------
Silver | 0.97, 0.96, 0.91 | #f7f4e8 | <div style="background-color: #faf9f5; width: 60px"> </div>
Aluminum | 0.91, 0.92, 0.92 | #e8eaea | <div style="background-color: #f4f5f5; width: 60px"> </div>
Titanium | 0.76, 0.73, 0.69 | #c1baaf | <div style="background-color: #cec8c2; width: 60px"> </div>
Iron | 0.77, 0.78, 0.78 | #c4c6c6 | <div style="background-color: #c0bdba; width: 60px"> </div>
Platinum | 0.83, 0.81, 0.78 | #d3cec6 | <div style="background-color: #d6d1c8; width: 60px"> </div>
Gold | 1.00, 0.85, 0.57 | #ffd891 | <div style="background-color: #fedc9d; width: 60px"> </div>
Brass | 0.98, 0.90, 0.59 | #f9e596 | <div style="background-color: #f4e4ad; width: 60px"> </div>
Copper | 0.97, 0.74, 0.62 | #f7bc9e | <div style="background-color: #fbd8b8; width: 60px"> </div>
[Table [baseColorsConductors]: `baseColor` for common metals]
### Metallic
The `metallic` property defines whether the surface is a metallic (_conductor_) or a non-metallic
(_dielectric_) surface. This property should be used as a binary value, set to either 0 or 1.
Intermediate values are only truly useful to create transitions between different types of surfaces
when using textures.
This property can dramatically change the appearance of a surface. Non-metallic surfaces have
chromatic diffuse reflection and achromatic specular reflection (reflected light does not change
color). Metallic surfaces do not have any diffuse reflection and chromatic specular reflection
(reflected light takes on the color of the surfaced as defined by `baseColor`).
The effect of `metallic` is shown in figure [metallicProperty] (click on the image to see a
larger version).
![Figure [metallicProperty]: `metallic` varying from 0.0
(left) to 1.0 (right)](images/materials/metallic.png)
### Roughness
The `roughness` property controls the perceived smoothness of the surface. When `roughness` is set
to 0, the surface is perfectly smooth and highly glossy. The rougher a surface is, the "blurrier"
the reflections are. This property is often called _glossiness_ in other engines and tools, and is
simply the opposite of the roughness (`roughness = 1 - glossiness`).
### Non-metals
The effect of `roughness` on non-metallic surfaces is shown in figure [roughnessProperty] (click
on the image to see a larger version).
![Figure [roughnessProperty]: Dielectric `roughness` varying from 0.0
(left) to 1.0 (right)](images/materials/dielectric_roughness.png)
### Metals
The effect of `roughness` on metallic surfaces is shown in figure [roughnessConductorProperty]
(click on the image to see a larger version).
![Figure [roughnessConductorProperty]: Conductor `roughness` varying from 0.0
(left) to 1.0 (right)](images/materials/conductor_roughness.png)
### Reflectance
The `reflectance` property only affects non-metallic surfaces. This property can be used to control
the specular intensity. This value is defined between 0 and 1 and represents a remapping of a
percentage of reflectance. For instance, the default value of 0.5 corresponds to a reflectance of
4%. Values below 0.35 (2% reflectance) should be avoided as no real-world materials have such
low reflectance.
The effect of `reflectance` on non-metallic surfaces is shown in figure [reflectanceProperty]
(click on the image to see a larger version).
![Figure [reflectanceProperty]: `reflectance` varying from 0.0 (left)
to 1.0 (right)](images/materials/reflectance.png)
Figure [reflectance] shows common values and how they relate to the mapping function.
![Figure [reflectance]: Common reflectance values](images/diagram_reflectance.png)
Table [commonMatReflectance] describes acceptable reflectance values for various types of materials
(no real world material has a value under 2%).
Material | Reflectance | Property value
--------------------------:|:-----------------|:----------------
Water | 2% | 0.35
Fabric | 4% to 5.6% | 0.5 to 0.59
Common liquids | 2% to 4% | 0.35 to 0.5
Common gemstones | 5% to 16% | 0.56 to 1.0
Plastics, glass | 4% to 5% | 0.5 to 0.56
Other dielectric materials | 2% to 5% | 0.35 to 0.56
Eyes | 2.5% | 0.39
Skin | 2.8% | 0.42
Hair | 4.6% | 0.54
Teeth | 5.8% | 0.6
Default value | 4% | 0.5
[Table [commonMatReflectance]: Reflectance of common materials]
### Clear coat
Multi-layer materials are fairly common, particularly materials with a thin translucent
layer over a base layer. Real world examples of such materials include car paints, soda cans,
lacquered wood and acrylic.
The `clearCoat` property can be used to describe materials with two layers. The clear coat layer
will always be isotropic and dielectric.
![Figure [clearCoat]: Comparison of a carbon-fiber material under the standard material model
(left) and the clear coat model (right)](images/material_carbon_fiber.png)
The `clearCoat` property controls the strength of the clear coat layer. This should be treated as a
binary value, set to either 0 or 1. Intermediate values are useful to control transitions between
parts of the surface that have a clear coat layers and parts that don't.
The effect of `clearCoat` on a rough metal is shown in figure [clearCoatProperty]
(click on the image to see a larger version).
![Figure [clearCoatProperty]: `clearCoat` varying from 0.0
(left) to 1.0 (right)](images/materials/clear_coat.png)
!!! Warning
The clear coat layer effectively doubles the cost of specular computations. Do not assign a
value, even 0.0, to the clear coat property if you don't need this second layer.
### Clear coat roughness
The `clearCoatRoughness` property is similar to the `roughness` property but applies only to the
clear coat layer.
The effect of `clearCoatRoughness` on a rough metal is shown in figure [clearCoatRoughnessProperty]
(click on the image to see a larger version).
![Figure [clearCoatRoughnessProperty]: `clearCoatRoughness` varying from 0.0
(left) to 1.0 (right)](images/materials/clear_coat_roughness.png)
### Anisotropy
Many real-world materials, such as brushed metal, can only be replicated using an anisotropic
reflectance model. A material can be changed from the default isotropic model to an anisotropic
model by using the `anisotropy` property.
![Figure [anisotropic]: Comparison of isotropic material
(left) and anistropic material (right)](images/material_anisotropic.png)
The effect of `anisotropy` on a rough metal is shown in figure [anisotropyProperty]
(click on the image to see a larger version).
![Figure [anisotropyProperty]: `anisotropy` varying from 0.0
(left) to 1.0 (right)](images/materials/anisotropy.png)
The figure [anisotropyDir] below shows how the direction of the anisotropic highlights can be
controlled by using either positive or negative values: positive values define anisotropy in the
tangent direction and negative values in the bitangent direction.
![Figure [anisotropyDir]: Positive (left) vs negative
(right) `anisotropy` values](images/screenshot_anisotropy_direction.png)
!!! Tip
The anisotropic material model is slightly more expensive than the standard material model. Do
not assign a value (even 0.0) to the `anisotropy` property if you don't need anisotropy.
### Anisotropy direction
The `anisotropyDirection` property defines the direction of the surface at a given point and thus
control the shape of the specular highlights. It is specified as vector of 3 values that usually
come from a texture, encoding the directions local to the surface.
The effect of `anisotropyDirection` on a metal is shown in figure [anisotropyDirectionProperty]
(click on the image to see a larger version).
![Figure [anisotropyDirectionProperty]: Anisotropic metal rendered
with a direction map](images/screenshot_anisotropy.png)
The result shown in figure [anisotropyDirectionProperty] was obtained using the direction map shown
in figure [anisotropyDirectionProperty].
![Figure [anisotropyDirectionProperty]: Example of a direction map](images/screenshot_anisotropy_map.jpg)
### Ambient occlusion
The `ambientOcclusion` property defines how much of the ambient light is accessible to a surface
point. It is a per-pixel shadowing factor between 0.0 (fully shadowed) and 1.0 (fully lit). This
property only affects diffuse indirect lighting (image-based lighting), not direct lights such as
directional, point and spot lights, nor specular lighting.
![Figure [aoExample]: Comparison of materials without diffuse ambient occlusion
(left) and with (right)](images/screenshot_ao.jpg)
### Normal
The `normal` property defines the normal of the surface at a given point. It usually comes from a
_normal map_ texture, which allows to vary the property per-pixel. The normal is supplied in tangent
space, which means that +Z points outside of the surface.
For example, let's imagine that we want to render a piece of furniture covered in tufted leather.
Modeling the geometry to accurately represent the tufted pattern would require too many triangles
so we instead bake a high-poly mesh into a normal map. Once the base map is applied to a simplified
mesh, we get the result in figure [normalMapped].
Note that the `normal` property affects the _base layer_ and not the clear coat layer.
![Figure [normalMapped]: Low-poly mesh without normal mapping (left)
and with (right)](images/screenshot_normal_mapping.jpg)
!!! Warning
Using a normal map increases the runtime cost of the material model.
### Clear coat normal
The `clearCoatNormal` property defines the normal of the clear coat layer at a given point. It
behaves otherwise like the `normal` property.
![Figure [clearCoatNormalMapped]: A material with a clear coat normal
map and a surface normal map](images/screenshot_clear_coat_normal.jpg)
!!! Warning
Using a clear coat normal map increases the runtime cost of the material model.
### Emissive
The `emissive` property can be used to simulate additional light emitted by the surface. It is
defined as a `float4` value that contains an RGB color (in linear space) as well as an exposure
compensation value (in the alpha channel).
Even though an exposure value actually indicates combinations of camera settings, it is often used
by photographers to describe light intensity. This is why cameras let photographers apply an
exposure compensation to over or under-expose an image. This setting can be used for artistic
control but also to achieve proper exposure (snow for instance will be exposed for as
18% middle-grey).
The exposure compensation value of the emissive property can be used to force the emissive color
to be brighter (positive values) or darker (negative values) than the current exposure. If the bloom
effect is enabled, using a positive exposure compensation can force the surface to bloom.
### Post-lighting color
The `postLightingColor` can be used to modify the surface color after lighting computations. This
property has no physical meaning and only exists to implement specific effects or to help with
debugging. This property is defined as a `float4` value containing a pre-multiplied RGB color in
linear space.
The post-lighting color is blended with the result of lighting according to the blending mode
specified by the `postLightingBlending` material option. Please refer to the documentation of
this option for more information.
!!! Tip
`postLightingColor` can be used as a simpler `emissive` property by setting
`postLightingBlending` to `add` and by providing an RGB color with alpha set to `0.0`.
## Subsurface model
### Thickness
### Subsurface color
### Subsurface power
## Cloth model
All the material models described previously are designed to simulate dense surfaces, both at a
macro and at a micro level. Clothes and fabrics are however often made of loosely connected threads
that absorb and scatter incident light. When compared to hard surfaces, cloth is characterized by
a softer specular lob with a large falloff and the presence of fuzz lighting, caused by
forward/backward scattering. Some fabrics also exhibit two-tone specular colors
(velvets for instance).
Figure [materialCloth] shows how the standard material model fails to capture the appearance of a
sample of denim fabric. The surface appears rigid (almost plastic-like), more similar to a tarp
than a piece of clothing. This figure also shows how important the softer specular lobe caused by
absorption and scattering is to the faithful recreation of the fabric.
![Figure [materialCloth]: Comparison of denim fabric rendered using the standard model
(left) and the cloth model (right)](images/screenshot_cloth.png)
Velvet is an interesting use case for a cloth material model. As shown in figure [materialVelvet]
this type of fabric exhibits strong rim lighting due to forward and backward scattering. These
scattering events are caused by fibers standing straight at the surface of the fabric. When the
incident light comes from the direction opposite to the view direction, the fibers will forward
scatter the light. Similarly, when the incident light from the same direction as the view
direction, the fibers will scatter the light backward.
![Figure [materialVelvet]: Velvet fabric showcasing forward and
backward scattering](images/screenshot_cloth_velvet.png)
It is important to note that there are types of fabrics that are still best modeled by hard surface
material models. For instance, leather, silk and satin can be recreated using the standard or
anisotropic material models.
The cloth material model encompasses all the parameters previously defined for the standard
material mode except for _metallic_ and _reflectance_. Two extra parameters described in
table [clothProperties] are also available.
Parameter | Definition
---------------------:|:---------------------
**sheenColor** | Specular tint to create two-tone specular fabrics (defaults to $\sqrt{baseColor}$)
**subsurfaceColor** | Tint for the diffuse color after scattering and absorption through the material
[Table [clothProperties]: Cloth model parameters]
The type and range of each property is described in table [clothPropertiesTypes].
Property | Type | Range | Note
---------------------:|:--------:|:------------------------:|:-------------------------
**sheenColor** | float3 | [0..1] | Linear RGB
**subsurfaceColor** | float3 | [0..1] | Linear RGB
[Table [clothPropertiesTypes]: Range and type of the cloth model's properties]
To create a velvet-like material, the base color can be set to black (or a dark color).
Chromaticity information should instead be set on the sheen color. To create more common fabrics
such as denim, cotton, etc. use the base color for chromaticity and use the default sheen color
or set the sheen color to the luminance of the base color.
!!! Tip
To see the effect of the `roughness` parameter make sure the `sheenColor` is brighter than
`baseColor`. This can be used to create a fuzz effect. Taking the luminance of `baseColor`
as the `sheenColor` will produce a fairly natural effect that works for common cloth. A dark
`baseColor` combined with a bright/saturated `sheenColor` can be used to create velvet.
!!! Tip
The `subsurfaceColor` parameter should be used with care. High values can interfere with shadows
in some areas. It is best suited for subtle transmission effects through the material.
### Sheen color
The `sheenColor` property can be used to directly modify the specular reflectance. It offers
better control over the appearance of cloth and gives give the ability to create
two-tone specular materials.
The effect of `sheenColor` is shown in figure [materialClothSheen]
(click on the image to see a larger version).
![Figure [materialClothSheen]: Blue fabric without (left) and with (right) sheen](images/screenshot_cloth_sheen.png)
### Subsurface color
The `subsurfaceColor` property is not physically-based and can be used to simulate the scattering,
partial absorption and re-emission of light in certain types of fabrics. This is particularly
useful to create softer fabrics.
!!! Warning
The cloth material model is more expensive to compute when the `subsurfaceColor` property is used.
The effect of `subsurfaceColor` is shown in figure [materialClothSubsurface]
(click on the image to see a larger version).
![Figure [materialClothSubsurface]: White cloth (left column) vs white cloth with
brown subsurface scatting (right)](images/screenshot_cloth_subsurface.png)
## Unlit model
The unlit material model can be used to turn off all lighting computations. Its primary purpose is
to render pre-lit elements such as a cubemap, external content (such as a video or camera stream),
user interfaces, visualization/debugging etc. The unlit model exposes only two properties described
in table [unlitProperties].
Property | Definition
---------------------:|:---------------------
**baseColor** | Surface diffuse color
**emissive** | Additional diffuse color to simulate emissive surfaces. This property is mostly useful in an HDR pipeline with a bloom pass
**postLightingColor** | Additional color to blend with base color and emissive
[Table [unlitProperties]: Properties of the standard model]
The type and range of each property is described in table [unlitPropertiesTypes].
Property | Type | Range | Note
---------------------:|:--------:|:------------------------:|:-------------------------
**baseColor** | float4 | [0..1] | Pre-multiplied linear RGB
**emissive** | float4 | rgb=[0..1], a=N/A | Pre-multiplied linear RGB, alpha is ignored
**postLightingColor** | float4 | [0..1] | Pre-multiplied linear RGB
[Table [unlitPropertiesTypes]: Range and type of the unlit model's properties]
The value of `emissive` is simply added to `baseColor` when present. The main use of `emissive`
is to force an unlit surface to bloom if the HDR pipeline is configured with a bloom pass. The value
of `postLightingColor` is blended with the sum of `emissive` and `baseColor` according to the
blending mode specified by the `postLightingBlending` material option.
Figure [materialUnlit] shows an example of the unlit material model
(click on the image to see a larger version).
![Figure [materialUnlit]: The unlit model is used to render debug information](images/screenshot_unlit.jpg)
## Specular glossiness
This alternative lighting model exists to comply with legacy standards. Since it is not a
physically-based formulation, we do not recommend using it except when loading legacy assets.
This model encompasses the parameters previously defined for the standard lit mode except for
_metallic_, _reflectance_, and _roughness_. It adds parameters for _specularColor_ and _glossiness_.
Parameter | Definition
---------------------:|:---------------------
**baseColor** | Surface diffuse color
**specularColor** | Specular tint (defaults to black)
**glossiness** | Glossiness (defaults to 0.0)
[Table [glossinessProperties]: Properties of the specular-glossiness shading model]
The type and range of each property is described in table [glossinessPropertiesTypes].
Property | Type | Range | Note
---------------------:|:--------:|:------------------------:|:-------------------------
**baseColor** | float4 | [0..1] | Pre-multiplied linear RGB
**specularColor** | float3 | [0..1] | Linear RGB
**glossiness** | float | [0..1] | Inverse of roughness
[Table [glossinessPropertiesTypes]: Range and type of the specular-glossiness model's properties]
# Material definitions
A material definition is a text file that describes all the information required by a material:
- Name
- User parameters
- Material model
- Required attributes
- Interpolants (called _variables_)
- Raster state (blending mode, etc.)
- Shader code (fragment shader, optionally vertex shader)
## Format
The material definition format is a format loosely based on [JSON](https://www.json.org/) that we
call _JSONish_. At the top level a material definition is composed of 3 different blocks that use
the JSON object notation:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JSON
material {
// material properties
}
vertex {
// vertex shader, optional
}
fragment {
// fragment shader
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
A minimum viable material definition must contain a `material` section and a `fragment` block. The
`vertex` block is optional.
### Differences with JSON
In JSON, an object is made of key/value _pairs_. A JSON pair has the following syntax:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JSON
"key" : value
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Where value can be a string, number, object, array or a literal (`true`, `false` or `null`). While
this syntax is perfectly valid in a material definition, a variant without quotes around strings is
also accepted in JSONish:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JSON
key : value
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Quotes remain mandatory when the string contains spaces.
The `vertex` and `fragment` blocks contain unescaped, unquoted GLSL code, which is not valid in JSON.
Single-line C++-style comments are allowed.
The key of a pair is case-sensitive.
The value of a pair is not case-sensitive.
### Example
The following code listing shows an example of a valid material definition. This definition uses
the _lit_ material model (see Lit model section), uses the default opaque blending mode, requires
that a set of UV coordinates be presented in the rendered mesh and defines 3 user parameters. The
following sections of this document describe the `material` and `fragment` blocks in detail.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JSON
material {
name : "Textured material",
parameters : [
{
type : sampler2d,
name : texture
},
{
type : float,
name : metallic
},
{
type : float,
name : roughness
}
],
requires : [
uv0
],
shadingModel : lit,
blending : opaque
}
fragment {
void material(inout MaterialInputs material) {
prepareMaterial(material);
material.baseColor = texture(materialParams_texture, getUV0());
material.metallic = materialParams.metallic;
material.roughness = materialParams.roughness;
}
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
## Material block
The material block is mandatory block that contains a list of property pairs to describe all
non-shader data.
### General: name
Type
: `string`
Value
: Any string. Double quotes are required if the name contains spaces.
Description
: Sets the name of the material. The name is retained at runtime for debugging purpose.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JSON
material {
name : stone
}
material {
name : "Wet pavement"
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
### General: shadingModel
Type
: `string`
Value
: Any of `lit`, `subsurface`, `cloth`, `unlit`, `specularGlossiness`. Defaults to `lit`.
Description
: Selects the material model as described in the Material models section.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JSON
material {
shadingModel : unlit
}
material {
shadingModel : "subsurface"
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
### General: parameters
Type
: array of parameter objects
Value
: Each entry is an object with the properties `name` and `type`, both of `string` type. The
name must be a valid GLSL identifier. The type must be one of the types described in
table [materialParamsTypes].
Type | Description
:----------------------|:---------------------------------
bool | Single boolean
bool2 | Vector of 2 booleans
bool3 | Vector of 3 booleans
bool4 | Vector of 4 booleans
float | Single float
float2 | Vector of 2 floats
float3 | Vector of 3 floats
float4 | Vector of 4 floats
int | Single integer
int2 | Vector of 2 integers
int3 | Vector of 3 integers
int4 | Vector of 4 integers
uint | Single unsigned integer
uint2 | Vector of 2 unsigned integers
uint3 | Vector of 3 unsigned integers
uint4 | Vector of 4 unsigned integers
float3x3 | Matrix of 3x3 floats
float4x4 | Matrix of 4x4 floats
sampler2d | 2D texture
samplerExternal | External texture (platform-specific)
samplerCubemap | Cubemap texture
[Table [materialParamsTypes]: Material parameter types]
Samplers
: Sampler types can also specify a `format` (defaults to `float`) and a `precision` (defaults
to `default`). The format can be one of `int`, `float`. The precision can be one of `default`
(best precision for the platform, typically `high` on desktop, `medium` on mobile),
`low`, `medium`, `high`.
Arrays
: A parameter can define an array of values by appending `[size]` after the type name, where
`size` is a positive integer. For instance: `float[9]` declares an array of nine `float`
values. Arrays of samplers are _not_ supported at the moment.
Description
: Lists the parameters required by your material. These parameters can be set at runtime using
Filament's material API. Accessing parameters from the shaders varies depending on the type of
parameter:
- **Samplers types**: use the parameter name prefixed with `materialParams_`. For instance,
`materialParams_myTexture`.
- **Other types**: use the parameter name as the field of a structure called `materialParams`.
For instance, `materialParams.myColor`.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JSON
material {
parameters : [
{
type : float4,
name : albedo
},
{
type : sampler2d,
format : float,
precision : high,
name : roughness
},
{
type : float2,
name : metallicReflectance
}
],
requires : [
uv0
],
shadingModel : lit,
}
fragment {
void material(inout MaterialInputs material) {
prepareMaterial(material);
material.baseColor = materialParams.albedo;
material.roughness = texture(materialParams_roughness, getUV0());
material.metallic = materialParams.metallicReflectance.x;
material.reflectance = materialParams.metallicReflectance.y;
}
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
### General: variantFilter
Type
: array of `string`
Value
: Each entry must be any of `dynamicLighting`, `directionalLighting`, `shadowReceiver` or `skinning`.
Description
: Used to specify a list of shader variants that the application guarantees will never be
needed. These shader variants are skipped during the code generation phase, thus reducing
the overall size of the material.
Note that some variants may automatically be filtered out. For instance, all lighting related
variants (`directionalLighting`, etc.) are filtered out when compiling an `unlit` material.
Use the variant filter with caution, filtering out a variant required at runtime may lead
to crashes.
Description of the variants:
- `directionalLighting`, used when a directional light is present in the scene
- `dynamicLighting`, used when a non-directional light (point, spot, etc.) is present in the scene
- `shadowReceiver`, used when an object can receive shadows
- `skinning`, used when an object is animated using GPU skinning
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JSON
material {
name : "Invisible shadow plane",
shadingModel : unlit,
shadowMultiplier : true,
blending : transparent,
variantFilter : [ skinning ]
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
### General: flipUV
Type
: `boolean`
Value
: `true` or `false`. Defaults to `true`.
Description
: When set to `true` (default value), the Y coordinate of UV attributes will be flipped when
read by this material's vertex shader. Flipping is equivalent to `y = 1.0 - y`. When set
to `false`, flipping is disabled and the UV attributes are read as is.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JSON
material {
flipUV : false
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
### Vertex and attributes: requires
Type
: array of `string`
Value
: Each entry must be any of `uv0`, `uv1`, `color`, `position`, `tangents`.
Description
: Lists the vertex attributes required by the material. The `position` attribute is always
required and does not need to be specified. The `tangents` attribute is automatically required
when selecting any shading model that is not `unlit`. See the shader sections of this document
for more information on how to access these attributes from the shaders.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JSON
material {
parameters : [
{
type : sampler2d,
name : texture
},
],
requires : [
uv0
],
shadingModel : lit,
}
fragment {
void material(inout MaterialInputs material) {
prepareMaterial(material);
material.baseColor = texture(materialParams_texture, getUV0());
}
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
### Vertex and attributes: variables
Type
: array of `string`
Value
: Up to 4 strings, each must be a valid GLSL identifier.
Description
: Defines custom interpolants (or variables) that are output by the material's vertex shader.
Each entry of the array defines the name of an interpolant. The full name in the fragment
shader is the name of the interpolant with the `variable_` prefix. For instance, if you
declare a variable called `eyeDirection` you can access it in the fragment shader using
`variable_eyeDirection`. In the vertex shader, the interpolant name is simply a member of
the `MaterialVertexInputs` structure (`material.eyeDirection` in your example). Each
interpolant is of type `float4` (`vec4`) in the shaders.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JSON
material {
name : Skybox,
parameters : [
{
type : samplerCubemap,
name : skybox
}
],
variables : [
eyeDirection
],
vertexDomain : device,
depthWrite : false,
shadingModel : unlit
}
fragment {
void material(inout MaterialInputs material) {
prepareMaterial(material);
float3 sky = texture(materialParams_skybox, variable_eyeDirection.xyz).rgb;
material.baseColor = vec4(sky, 1.0);
}
}
vertex {
void materialVertex(inout MaterialVertexInputs material) {
float3 p = getPosition().xyz;
float3 u = mulMat4x4Float3(getViewFromClipMatrix(), p).xyz;
material.eyeDirection.xyz = mulMat3x3Float3(getWorldFromViewMatrix(), u);
}
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
### Vertex and attributes: vertexDomain
Type
: `string`
Value
: Any of `object`, `world`, `view`, `device`. Defaults to `object`.
Description
: Defines the domain (or coordinate space) of the rendered mesh. The domain influences how the
vertices are transformed in the vertex shader. The possible domains are:
- **Object**: the vertices are defined in the object (or model) coordinate space. The
vertices are transformed using the rendered object's transform matrix
- **World**: the vertices are defined in world coordinate space. The vertices are not
transformed using the rendered object's transform.
- **View**: the vertices are defined in view (or eye or camera) coordinate space. The
vertices are not transformed using the rendered object's transform.
- **Device**: the vertices are defined in normalized device (or clip) coordinate space.
The vertices are not transformed using the rendered object's transform.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JSON
material {
vertexDomain : device
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
### Vertex and attributes: interpolation
Type
: `string`
Value
: Any of `smooth`, `flat`. Defaults to `smooth`.
Description
: Defines how interpolants (or variables) are interpolated between vertices. When this property
is set to `smooth`, a perspective correct interpolation is performed on each interpolant.
When set to `flat`, no interpolation is performed and all the fragments within a given
triangle will be shaded the same.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ JSON
material {
interpolation : flat
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
### Blending and transparency: blending
Type
: `string`
Value
: Any of `opaque`, `transparent`, `fade`, `add`, `masked`, `multiply`, `screen`. Defaults to `opaque`.
Description
: Defines how/if the rendered object is blended with the content of the render target.
The possible blending modes are:
- **Opaque**: blending is disabled, the alpha channel of the material's output is ignored.
- **Transparent**: blending is enabled. The material's output is alpha composited with the
render target, using Porter-Duff's `source over` rule. This blending mode assumes
pre-multiplied alpha.
- **Fade**: acts as `transparent` but transparency is also applied to specular lighting. In
`transparent` mode, the material's alpha values only applies to diffuse lighting. This
blending mode is useful to fade lit objects in and out.
- **Add**: blending is enabled. The material's output is added to the content of the
render target.
- **Multiply**: blending is enabled. The material's output is multiplied with the content of the
render target, darkening the content.
- **Screen**: blending is enabled. Effectively the opposite of the `multiply`, the content of the
render target is brightened.
- **Masked**: blending is disabled. This blending mode enables alpha masking. The alpha channel