Documentation
Last updated
Last updated
AO - simulates indirect lighting reflections to create more realistic lighting effects for the material
Diffuse - controls the base color of the material
Emissive - parts of the material that will emit a glow
Normal - creates the illusion of the edges and bumps
Opacity - controls the transparency of the material
Roughness - determines the smoothness of the material
NormalStrength - Normal map intensity control
Power - Alpha Mask exponent control used for lerping two colors
Softness - Edge Softness
SpecularPower - Fake specular exponent control
SpecularValue - Fake specular intensity multiplier
ColorBrightness - controls the brightness of the diffuse/tint
ColorExposure - controls the exposure of the diffuse/tint
Tint - multiplies the value to the diffuse
EmissiveIntensity - if emissive is used, this controls the intensity of the glow
Fresnel_Exp - controls the fresnel’s exponent
Fresnel_Frac - controls the fresnel’s base reflect fraction
Metallic - controls the metalness of the material
NormalFlatness - controls the normal map intensity
Roughness - multiplier of the roughness
Colors (Bullet, Smoke) - controls the tint of the elements
BuletScaleFactor - controls the min and max size of the sprite
BulletSmoke_Opacity - multiplier for the opacity of the smoke trail
BulletSmoke_width - multiplier for the ribbon width of the smoke trail
X_Velocity - controls the X velocity
Bullet Tint - controls the tint of the bullet
Bullet Scale - multiplier for the scale of the bullet
Bullet Spawn Multiplier - multiplier for the number of bullets
Velocity Multiplier - multiplier for the speed of moving elements
Colors (Flash, Mesh, Smoke, Sparks) - controls the tint of the elements
General Scale - multiplier for the general scale of the effect. Controls different variables like the size of the smokes and the spread of the particles
Sparks Spawn Multiplier - multiplier for the number of sparks/embers
Velocity Multiplier - multiplier for the speed of moving elements
Colors (Flash, Mesh, Smoke, Sparks) - controls the tint of the elements
Debris Spawn Multiplier - multiplier for the number of debris
Debris Size - multiplier for the size of the debris
General Scale - multiplier for the general scale of the effect. Controls different variables like the size of the smokes and the spread of the particles
Sparks Spawn Multiplier - multiplier for the number of sparks/embers
Velocity Multiplier - multiplier for the speed of moving elements
For low calibre weapons
Ideal impact feel and details
For High calibre weapons. Highly exaggerated.
FumeScale_Multiplier - controls the scale of fumes
SmokeScale_Multiplier - controls the scale of smokes
Thin and thick for different weapon types
M_Bullet_Shells Master material for bullet shell ejection effects
M_Crystal Master material for crystal debris
M_Glass translucent material for glass-like debris with Index of Refraction
M_MeshEffect Basic material for PBR elements
M_Decals Basic deferred decal-based material
M_Dirt material used for clumps of dirt
M_Fabric material that simulates fabric strands
M_Sand material used for sand-like elements
M_Electric electric material that utilizes dynamic dissolve
M_Fumes_Master used for glowy fumes
M_Liquid liquid-based material with dynamic dissolve
M_SplatterDecal decal material for splatter-type elements with dynamic dissolve
M_Water basic material for water-like liquids
M_SplatterDecal_Water decal material for water splatter with dynamic dissolve and panning normal to simulate water-like flow
M_Grass used for grass elements
M_Leaf used for leaf elements with normal map
M_Smoke_Master smoke material that utilizes depth fade
M_SmokeTrail material used for smoke trails with depth fade
M_Ember basic material for embers
M_Flare used for flare elements that utilize depth fade
M_Spark material for sparks that needs a texture