MasterTech.Matter.Rendering.URP
Product: Matter
Compiled public/protected signature count: 295.
This reference includes source-authored summaries when available, plus compiled signatures, overloads, parameters, and return types. Where source comments are absent, conservative descriptions are derived from member names, accessors, and signatures. C# aliases are used while namespace qualification is retained for unambiguous lookup.
MasterTech.Matter.Rendering.AtmosphereConnectivity
Advanced reference. Descriptions may be generated from compiled signatures.
public static class MasterTech.Matter.Rendering.AtmosphereConnectivity
Converts terrain topology into attenuated skylight access. Directly exposed air is white, sealed cavities are black, and connected cave air fades with four-neighbour travel distance from the open sky.
Methods
BuildSkyAccess
Overload 1
Builds sky access plus an unfiltered validity mask. Validity is 255 for every non-blocking cell and zero for terrain. Keeping it separate allows filtered shaders to exclude covered terrain samples without confusing a sealed, legitimately dark cave cell with solid terrain.
Signature
public static byte[] BuildSkyAccess(MasterTech.Matter.Simulation.Cell[] cells, int width, int height, bool[] blockingMaterialIds, float fadeDistanceCells, byte[]& airValidity)
Parameters
| Name | Type | Description |
|---|---|---|
cells |
MasterTech.Matter.Simulation.Cell[] |
The cells value. |
width |
int |
The width value. |
height |
int |
The height value. |
blockingMaterialIds |
bool[] |
The blocking material IDs value. |
fadeDistanceCells |
float |
The fade distance cells value. |
airValidity |
byte[]& |
The air validity value. |
Returns
byte[]: The resulting collection.
Overload 2
Build the sky access.
Signature
public static byte[] BuildSkyAccess(MasterTech.Matter.Simulation.Cell[] cells, int width, int height, bool[] blockingMaterialIds, float fadeDistanceCells)
Parameters
| Name | Type | Description |
|---|---|---|
cells |
MasterTech.Matter.Simulation.Cell[] |
The cells value. |
width |
int |
The width value. |
height |
int |
The height value. |
blockingMaterialIds |
bool[] |
The blocking material IDs value. |
fadeDistanceCells |
float |
The fade distance cells value. |
Returns
byte[]: The resulting collection.
MasterTech.Matter.Rendering.FluidTextureAnimationSettings
Supported integration API. All declared source members have authored documentation.
public struct MasterTech.Matter.Rendering.FluidTextureAnimationSettings
Render-only world-space motion for authored liquid and gas textures. These controls do not move cells, alter contours, or affect simulation.
Properties
| Member | Signature | Description |
|---|---|---|
Default |
MasterTech.Matter.Rendering.FluidTextureAnimationSettings Default { get:public; } |
Canonical animation values used by new renderer configurations. |
DistortionSpeed |
float DistortionSpeed { get:public; set:public; } |
Simulation-time speed of the distortion pattern. |
DistortionWorldSize |
float DistortionWorldSize { get:public; set:public; } |
World-space size of the animated distortion pattern. |
Enabled |
bool Enabled { get:public; set:public; } |
Enables render-only liquid/gas map animation driven by simulation time. |
FallingLiquidSpeed |
float FallingLiquidSpeed { get:public; set:public; } |
Additional texture-motion strength for falling liquid. |
GasDistortion |
float GasDistortion { get:public; set:public; } |
Strength of procedural distortion of gas map coordinates. |
GasDrift |
UnityEngine.Vector2 GasDrift { get:public; set:public; } |
Base world-space gas texture drift vector. |
GasMomentumInfluence |
float GasMomentumInfluence { get:public; set:public; } |
Contribution of gas movement to texture drift. |
LiquidDistortion |
float LiquidDistortion { get:public; set:public; } |
Strength of procedural distortion of the liquid map coordinates. |
LiquidDrift |
UnityEngine.Vector2 LiquidDrift { get:public; set:public; } |
Base world-space liquid texture drift vector. |
LiquidMomentumInfluence |
float LiquidMomentumInfluence { get:public; set:public; } |
Contribution of the encoded liquid-flow signal to texture drift. |
Methods
Normalized
Returns finite, bounded animation settings without changing the original value.
Signature
public MasterTech.Matter.Rendering.FluidTextureAnimationSettings Normalized()
Returns
MasterTech.Matter.Rendering.FluidTextureAnimationSettings: A normalized value copy; the receiver is unchanged.
MasterTech.Matter.Rendering.GridAtmosphereRenderer
Supported integration API. All declared source members have authored documentation.
public class MasterTech.Matter.Rendering.GridAtmosphereRenderer
Draws the world backdrop and maintains a low-cost sky-access texture. Topology is read back and rebuilt only after edits; steady-state cost is one opaque draw, a compact RG sky/air field, and the active grid-light loop.
Properties
| Member | Signature | Description |
|---|---|---|
AppliedTopologyVersion |
int AppliedTopologyVersion { get:public; } |
Terrain-topology revision represented by the applied connectivity output. |
CurrentTopologyVersion |
int CurrentTopologyVersion { get:public; } |
Most recently requested terrain-topology revision. |
EffectiveTerrainBoundaryAlgorithm |
MasterTech.Matter.Rendering.TerrainMaterialBoundaryAlgorithm EffectiveTerrainBoundaryAlgorithm { get:public; } |
Boundary algorithm actually available for the current presentation resources. |
HasSkyAccess |
bool HasSkyAccess { get:public; } |
True when a connectivity texture exists, even if a newer topology refresh is pending. |
IsTopologyCurrent |
bool IsTopologyCurrent { get:public; } |
True when output exists and no newer topology revision or refresh work remains pending. |
RequestedTerrainBoundaryAlgorithm |
MasterTech.Matter.Rendering.TerrainMaterialBoundaryAlgorithm RequestedTerrainBoundaryAlgorithm { get:public; } |
Boundary algorithm requested by the current renderer configuration. |
SkyAccessTexture |
UnityEngine.Texture2D SkyAccessTexture { get:public; } |
Borrowed sky/cave connectivity texture; availability does not mean the latest topology has finished processing. |
TerrainBoundaryField |
MasterTech.Matter.Rendering.TerrainMaterialField TerrainBoundaryField { get:public; set:public; } |
Boundary provider used to align atmosphere and terrain reconstruction. |
TerrainRenderer |
MasterTech.Matter.Rendering.MatterRenderer TerrainRenderer { get:public; set:public; } |
Terrain renderer used to match atmosphere presentation to the visible world. |
Constructors
GridAtmosphereRenderer
Creates a new GridAtmosphereRenderer instance.
Signature
public void .ctor()
Methods
Configure
Assigns the simulation and atmosphere shader for this presentation component.
Signature
public void Configure(MasterTech.Matter.Simulation.MatterSimManager manager, UnityEngine.Shader shader)
Parameters
| Name | Type | Description |
|---|---|---|
manager |
MasterTech.Matter.Simulation.MatterSimManager |
Simulation manager supplying cells and world mapping. |
shader |
UnityEngine.Shader |
Presentation shader; use the matching Matter shader or the documented default. |
ConfigurePresentation
Sets sky/cave colors, cloud amount and the transition distance without editing simulation cells.
Signature
public void ConfigurePresentation(UnityEngine.Color skyTop, UnityEngine.Color skyHorizon, UnityEngine.Color caveTop, UnityEngine.Color caveBottom, float clouds, float skyFadeDistance)
Parameters
| Name | Type | Description |
|---|---|---|
skyTop |
UnityEngine.Color |
Upper sky color. |
skyHorizon |
UnityEngine.Color |
Sky color at the horizon. |
caveTop |
UnityEngine.Color |
Upper cave ambient color. |
caveBottom |
UnityEngine.Color |
Lower cave ambient color. |
clouds |
float |
Visual cloud amount. |
skyFadeDistance |
float |
World-space distance controlling the sky/cave transition. |
ConfigureTerrainBoundary
Selects the opaque terrain renderer whose contour the atmosphere must follow. The optional field overrides the renderer's shared field.
Signature
public void ConfigureTerrainBoundary(MasterTech.Matter.Rendering.MatterRenderer renderer, MasterTech.Matter.Rendering.TerrainMaterialField field)
Parameters
| Name | Type | Description |
|---|---|---|
renderer |
MasterTech.Matter.Rendering.MatterRenderer |
Terrain renderer whose boundary configuration should be matched. |
field |
MasterTech.Matter.Rendering.TerrainMaterialField |
Terrain material-boundary provider matching the selected renderer. |
RefreshBindings
Refreshes shader and connectivity bindings for current resources and settings.
Signature
public void RefreshBindings()
RefreshTopology
Requests a connectivity refresh; asynchronous work may complete after this method returns.
Signature
public void RefreshTopology()
RequestTopologyRefresh
Requests an immediate snapshot of the current simulation topology and returns the version a caller can wait for through MasterTech.Matter.Rendering.GridAtmosphereRenderer.AppliedTopologyVersion.
Signature
public int RequestTopologyRefresh()
Returns
int: The requested topology revision to compare with applied output.
SetTerrainSnapshot
Builds sky access from caller-provided terrain data. This keeps world generation and scene orchestration outside the rendering package.
Signature
public void SetTerrainSnapshot(MasterTech.Matter.Simulation.Cell[] cells, int width, int height)
Parameters
| Name | Type | Description |
|---|---|---|
cells |
MasterTech.Matter.Simulation.Cell[] |
Caller-owned row-major cell snapshot matching the configured grid. |
width |
int |
Even grid width of at least two cells. |
height |
int |
Even grid height of at least two cells. |
MasterTech.Matter.Rendering.LiquidSurfaceDynamicsSettings
Supported integration API. All declared source members have authored documentation.
public struct MasterTech.Matter.Rendering.LiquidSurfaceDynamicsSettings
Presentation-only liquid surface motion derived from the authoritative cell surface plus local momentum, impact, compression, deceleration, and curvature cues. It changes normals and color only; contours, cells, collision, saves, and networking remain untouched.
Properties
| Member | Signature | Description |
|---|---|---|
Default |
MasterTech.Matter.Rendering.LiquidSurfaceDynamicsSettings Default { get:public; } |
Default-on visual surface dynamics with the authored standard ripple and foam values. |
Enabled |
bool Enabled { get:public; set:public; } |
Enables render-only liquid ripples and foam; it does not enable physical waves. |
FoamStrength |
float FoamStrength { get:public; set:public; } |
Strength of sparse motion/impact/curvature-gated surface foam. |
RippleScaleCells |
float RippleScaleCells { get:public; set:public; } |
World-scaled ripple wavelength expressed in reference cells. |
RippleSpeed |
float RippleSpeed { get:public; set:public; } |
Speed multiplier of ripple motion driven by simulation time. |
RippleStrength |
float RippleStrength { get:public; set:public; } |
Bounded influence of travelling surface ripples on the shading normal. |
Methods
Normalized
Returns a copy with finite values clamped to the renderer's supported visual ranges.
Signature
public MasterTech.Matter.Rendering.LiquidSurfaceDynamicsSettings Normalized()
Returns
MasterTech.Matter.Rendering.LiquidSurfaceDynamicsSettings: A normalized value copy; the receiver is unchanged.
MasterTech.Matter.Rendering.MatterCellHeatmapRenderer
Supported integration API. All declared source members have authored documentation.
public class MasterTech.Matter.Rendering.MatterCellHeatmapRenderer
Draws a lightweight, backend-neutral diagnostic pass over occupied Matter cells. It reads the existing presentation and substance buffers; no simulation mutation, CPU readback, or duplicate grid texture is used.
Properties
| Member | Signature | Description |
|---|---|---|
IsOverlayVisible |
bool IsOverlayVisible { get:public; } |
True when the cell pass or surface overlay is active; not a GPU-completion measurement. |
OverlayMode |
MasterTech.Matter.Rendering.MatterCellOverlayMode OverlayMode { get:public; set:public; } |
Chooses the diagnostic signal; None disables the overlay. |
OverlayOpacity |
float OverlayOpacity { get:public; set:public; } |
Bounded alpha contribution of the diagnostic overlay. |
Simulation |
MasterTech.Matter.Simulation.MatterSimManager Simulation { get:public; set:public; } |
Simulation whose cells the diagnostic overlay displays. |
Fields
| Member | Signature | Description |
|---|---|---|
HeatmapRenderQueue |
public static int HeatmapRenderQueue |
Queue placing diagnostic cell overlays above the ordinary transparent surface pass. |
Constructors
MatterCellHeatmapRenderer
Creates a new MatterCellHeatmapRenderer instance.
Signature
public void .ctor()
Methods
Configure
Assigns the simulation and optional overlay shader, using the package shader when omitted.
Signature
public void Configure(MasterTech.Matter.Simulation.MatterSimManager manager, UnityEngine.Shader shader)
Parameters
| Name | Type | Description |
|---|---|---|
manager |
MasterTech.Matter.Simulation.MatterSimManager |
Simulation manager supplying cells and world mapping. |
shader |
UnityEngine.Shader |
Presentation shader; use the matching Matter shader or the documented default. |
ConfigureCellOverlay
Selects a live property heatmap without changing simulation state, terrain topology, or the active CPU/GPU backend.
Signature
public void ConfigureCellOverlay(MasterTech.Matter.Rendering.MatterCellOverlayMode mode, float opacity)
Parameters
| Name | Type | Description |
|---|---|---|
mode |
MasterTech.Matter.Rendering.MatterCellOverlayMode |
Diagnostic cell signal to display, or None to disable it. |
opacity |
float |
Overlay alpha clamped to the supported display range. |
RefreshBindings
Refreshes diagnostic material and simulation-resource bindings without editing cells.
Signature
public void RefreshBindings()
MasterTech.Matter.Rendering.MatterCellOverlayMode
Advanced reference. Descriptions may be generated from compiled signatures.
public enum MasterTech.Matter.Rendering.MatterCellOverlayMode
Selects a backend-neutral, renderer-only heatmap for live cell data. The overlay reads the same presentation buffer as the normal surface shader and does not require CPU readback or simulation-side resources.
Fields
| Member | Signature | Description |
|---|---|---|
Density |
public static MasterTech.Matter.Rendering.MatterCellOverlayMode Density |
Provides the density value. |
Fill |
public static MasterTech.Matter.Rendering.MatterCellOverlayMode Fill |
Provides the fill value. |
HorizontalFlow |
public static MasterTech.Matter.Rendering.MatterCellOverlayMode HorizontalFlow |
Provides the horizontal flow value. |
Off |
public static MasterTech.Matter.Rendering.MatterCellOverlayMode Off |
Provides the off value. |
Temperature |
public static MasterTech.Matter.Rendering.MatterCellOverlayMode Temperature |
Provides the temperature value. |
MasterTech.Matter.Rendering.MatterGridLight
Advanced reference. Descriptions may be generated from compiled signatures.
public class MasterTech.Matter.Rendering.MatterGridLight
Lightweight world-space light consumed by the cell-grid surface shader. It deliberately does not create a Unity Light, so moving fluid lights do not add shadow maps, culling work, or per-object light lists.
Properties
| Member | Signature | Description |
|---|---|---|
ActiveLights |
System.Collections.Generic.IReadOnlyList<MasterTech.Matter.Rendering.MatterGridLight> ActiveLights { get:public; } |
Gets the active lights. |
Color |
UnityEngine.Color Color { get:public; } |
Gets the color. |
FalloffExponent |
float FalloffExponent { get:public; } |
Gets the falloff exponent. |
Intensity |
float Intensity { get:public; } |
Gets the intensity. |
IsRenderable |
bool IsRenderable { get:public; } |
Gets whether this value is renderable. |
Radius |
float Radius { get:public; } |
Gets the radius. |
Constructors
MatterGridLight
Creates a new MatterGridLight instance.
Signature
public void .ctor()
Methods
Configure
Configure the supplied values.
Signature
public void Configure(UnityEngine.Color lightColor, float lightIntensity, float lightRadius, float exponent)
Parameters
| Name | Type | Description |
|---|---|---|
lightColor |
UnityEngine.Color |
The light color value. |
lightIntensity |
float |
The light intensity value. |
lightRadius |
float |
The light radius value. |
exponent |
float |
The exponent value. |
MasterTech.Matter.Rendering.MatterKeyLightMode
Advanced reference. Descriptions may be generated from compiled signatures.
public enum MasterTech.Matter.Rendering.MatterKeyLightMode
Selects how Matter obtains its directional presentation light. The fallback keeps the package visually self-contained without interfering with scenes that already provide a URP main light.
Fields
| Member | Signature | Description |
|---|---|---|
FallbackWhenUnavailable |
public static MasterTech.Matter.Rendering.MatterKeyLightMode FallbackWhenUnavailable |
Provides the fallback when unavailable value. |
MatterOnly |
public static MasterTech.Matter.Rendering.MatterKeyLightMode MatterOnly |
Provides the matter only value. |
SceneMainLight |
public static MasterTech.Matter.Rendering.MatterKeyLightMode SceneMainLight |
Provides the scene main light value. |
MasterTech.Matter.Rendering.MatterLightingField
Supported integration API. All declared source members have authored documentation.
public class MasterTech.Matter.Rendering.MatterLightingField
Builds a grid-aligned lighting texture directly from the authoritative GPU simulation. Channels are packed as encoded normal XY, ambient visibility, and directional visibility respectively.
Properties
| Member | Signature | Description |
|---|---|---|
IsReady |
bool IsReady { get:public; } |
True when an allocated lighting render texture is available. |
LightDirection |
UnityEngine.Vector2 LightDirection { get:public; set:public; } |
Grid-space direction from a shaded cell toward the main light. A normalized value is stored and the next scheduled field pass will consume it. |
LightingSampleSpacingCells |
float LightingSampleSpacingCells { get:public; } |
Distance, in current grid cells, between authored lighting samples. This grows as cells get smaller so normals, ambient occlusion, and horizon shadows retain their world-space footprint. |
LightingShader |
UnityEngine.ComputeShader LightingShader { get:public; set:public; } |
The compute shader used to build the packed lighting field. |
LightingTexelsPerReferenceCell |
int LightingTexelsPerReferenceCell { get:public; set:public; } |
Output detail relative to the authored physical lighting lattice. Increasing this value refines interpolation and moving shadow edges; ambient and horizon sample distances remain unchanged in world space. |
ReferenceCellWorldSize |
float ReferenceCellWorldSize { get:public; set:public; } |
World-space cell size used as the authored lighting reference. A value of zero enables automatic capture from the first initialized grid. |
Simulation |
MasterTech.Matter.Simulation.MatterSimManager Simulation { get:public; set:public; } |
The simulation used as the cell and substance source. Assigning a new source safely moves the tick subscription and rebuilds the field. |
TerrainMaterialField |
MasterTech.Matter.Rendering.TerrainMaterialField TerrainMaterialField { get:public; set:public; } |
Continuous terrain/liquid occupancy source shared with the surface shader. Assigning a different field schedules a lighting rebuild. |
Texture |
UnityEngine.RenderTexture Texture { get:public; } |
Bilinear texture built on the authored world-reference lattice. R/G contain normal XY encoded from [-1,1] to [0,1], B is ambient visibility, and A is directional visibility. Finer simulation grids reuse this fixed physical lattice instead of narrowing every lighting band to one native cell. |
UpdateIntervalTicks |
int UpdateIntervalTicks { get:public; set:public; } |
Minimum tick interval between scheduled lighting updates, clamped to 1–16 ticks. |
Constructors
MatterLightingField
Creates a new MatterLightingField instance.
Signature
public void .ctor()
Methods
CaptureCurrentCellWorldSizeAsReference
Captures the current initialized grid's cell size when no serialized reference was supplied. Repeated calls retain the original reference.
Signature
public bool CaptureCurrentCellWorldSizeAsReference()
Returns
bool: True when a valid reference cell size is available or was captured.
Configure
Assigns both runtime dependencies and schedules a rebuild.
Signature
public void Configure(MasterTech.Matter.Simulation.MatterSimManager manager, UnityEngine.ComputeShader shader)
Parameters
| Name | Type | Description |
|---|---|---|
manager |
MasterTech.Matter.Simulation.MatterSimManager |
Simulation manager supplying cells and world mapping. |
shader |
UnityEngine.ComputeShader |
Presentation shader; use the matching Matter shader or the documented default. |
DispatchNow
Immediately dispatches the lighting pass. Returns false while a source, shader, buffer, or compute-shader support is unavailable.
Signature
public bool DispatchNow()
Returns
bool: True when a lighting update was submitted successfully; this does not fence GPU completion.
MarkDirty
Schedules a rebuild during the next LateUpdate.
Signature
public void MarkDirty()
MasterTech.Matter.Rendering.MatterPresentationProfile
Supported integration API. All declared source members have authored documentation.
public class MasterTech.Matter.Rendering.MatterPresentationProfile
Shareable authored presentation defaults. Renderers always copy the value into instance-owned state before applying it, so runtime tuning never mutates this asset.
Properties
| Member | Signature | Description |
|---|---|---|
Settings |
MasterTech.Matter.Rendering.MatterRendererSettings Settings { get:public; } |
Value copy of the shared authored settings after any compatible profile migration. |
Constructors
MatterPresentationProfile
Creates a new MatterPresentationProfile instance.
Signature
public void .ctor()
Methods
ResetToDefaults
Replaces this shared profile's values with canonical defaults; consumers of the asset share that authored change.
Signature
public void ResetToDefaults()
SetSettings
Replaces the profile's shared authored value. Record Undo and dirty/save the asset in editor authoring code.
Signature
public void SetSettings(MasterTech.Matter.Rendering.MatterRendererSettings value)
Parameters
| Name | Type | Description |
|---|---|---|
value |
MasterTech.Matter.Rendering.MatterRendererSettings |
Complete shared authored settings value to store in this profile. |
MasterTech.Matter.Rendering.MatterQuad
Advanced reference. Descriptions may be generated from compiled signatures.
public class MasterTech.Matter.Rendering.MatterQuad
Builds the single side-view quad used to display the GPU cell grid. The mesh is generated in local space while its corners are derived from the simulation's world mapping, so the host GameObject may be nested.
Properties
| Member | Signature | Description |
|---|---|---|
Simulation |
MasterTech.Matter.Simulation.MatterSimManager Simulation { get:public; set:public; } |
Gets or sets the simulation. |
WorldDepth |
float WorldDepth { get:public; set:public; } |
Gets or sets the world depth. |
Constructors
MatterQuad
Creates a new MatterQuad instance.
Signature
public void .ctor()
Methods
Rebuild
Rebuild the supplied values.
Signature
public void Rebuild()
MasterTech.Matter.Rendering.MatterRenderer
Supported integration API. All declared source members have authored documentation.
public class MasterTech.Matter.Rendering.MatterRenderer
Binds the simulation's current ping-pong buffer and baked substance data to the URP fluid material without creating a material instance per frame.
Properties
| Member | Signature | Description |
|---|---|---|
EmbeddedSettings |
MasterTech.Matter.Rendering.MatterRendererSettings EmbeddedSettings { get:public; set:public; } |
Component-owned authored settings used when no shared presentation profile is assigned. |
IsLiquidTopSurfaceActive |
bool IsLiquidTopSurfaceActive { get:public; } |
True when the matching liquid-only projected cap is drawing. Gases are intentionally excluded and no collider is created. |
IsTerrainTopSurfaceActive |
bool IsTerrainTopSurfaceActive { get:public; } |
True when the auxiliary render-only cap currently has enough data to draw. No collider is ever created for this surface. |
LightingField |
MasterTech.Matter.Rendering.MatterLightingField LightingField { get:public; set:public; } |
Grid lighting provider used by this renderer. |
LiquidTopSurfaceDepthWorld |
float LiquidTopSurfaceDepthWorld { get:public; } |
Stable world-space depth represented by the liquid reference-cell setting. |
LiquidTopSurfaceEffectiveDepthCells |
float LiquidTopSurfaceEffectiveDepthCells { get:public; } |
Liquid-cap depth sent to the shader for the current world mapping. |
PresentationProfile |
MasterTech.Matter.Rendering.MatterPresentationProfile PresentationProfile { get:public; set:public; } |
Optional shared authored profile; runtime settings are copied rather than editing the asset. |
RenderMode |
MasterTech.Matter.Rendering.MatterRenderMode RenderMode { get:public; set:public; } |
Phase selection for the opaque or transparent rendering pass. |
Simulation |
MasterTech.Matter.Simulation.MatterSimManager Simulation { get:public; set:public; } |
Manager whose cells are presented by this renderer; changing it refreshes simulation bindings. |
TerrainBoundaryAlgorithm |
MasterTech.Matter.Rendering.TerrainMaterialBoundaryAlgorithm TerrainBoundaryAlgorithm { get:public; set:public; } |
Selects the terrain material-boundary reconstruction algorithm. |
TerrainBoundaryField |
MasterTech.Matter.Rendering.TerrainMaterialField TerrainBoundaryField { get:public; set:public; } |
Terrain/material boundary provider used for reconstruction and blending. |
TerrainMaterialBoundaryGeometryOnly |
bool TerrainMaterialBoundaryGeometryOnly { get:public; set:public; } |
Restricts material-boundary output to reconstructed geometry. |
TerrainTopSurfaceDepthWorld |
float TerrainTopSurfaceDepthWorld { get:public; } |
Stable world-space depth represented by the selected reference-cell setting. |
TerrainTopSurfaceEffectiveDepthCells |
float TerrainTopSurfaceEffectiveDepthCells { get:public; } |
Cell count sent to the projected terrain shader for the current world mapping. It grows at finer resolutions while the user-facing reference-cell setting stays unchanged. |
VisualDiagnosticMode |
MasterTech.Matter.Rendering.MatterVisualDiagnosticMode VisualDiagnosticMode { get:public; set:public; } |
Temporary visual diagnostic selection applied to this renderer's presentation. |
Fields
| Member | Signature | Description |
|---|---|---|
DefaultLiquidTopSurfaceDepthCells |
public static float DefaultLiquidTopSurfaceDepthCells |
Default new-renderer liquid cap depth: zero cells. |
DefaultTerrainTopSurfaceDepthCells |
public static float DefaultTerrainTopSurfaceDepthCells |
Default new-renderer terrain cap depth: one cell. |
MaximumLiquidTopSurfaceDepthCells |
public static float MaximumLiquidTopSurfaceDepthCells |
Maximum supported visual liquid cap depth: four cells. |
MaximumTerrainTopSurfaceDepthCells |
public static float MaximumTerrainTopSurfaceDepthCells |
Maximum supported visual terrain cap depth: four cells. |
PreferredTerrainVisualStyle |
public static MasterTech.Matter.Rendering.MatterTerrainVisualStyle PreferredTerrainVisualStyle |
Package-selected Natural terrain presentation for new projects, samples, and performance baselines. |
TransparentFluidRenderQueue |
public static int TransparentFluidRenderQueue |
Render queue used by transparent matter after ordinary transparent geometry. |
TransparentFluidSortingOrder |
public static int TransparentFluidSortingOrder |
Sorting order used to keep transparent fluid composition consistent with placed bodies. |
Constructors
MatterRenderer
Creates a new MatterRenderer instance.
Signature
public void .ctor()
Methods
ApplySettings
Applies a tuning snapshot in one refresh. Invalid numeric values are normalized with the same limits used by the Inspector and focused configuration APIs.
Signature
public void ApplySettings(MasterTech.Matter.Rendering.MatterRendererSettings settings)
Parameters
| Name | Type | Description |
|---|---|---|
settings |
MasterTech.Matter.Rendering.MatterRendererSettings |
Value-type settings to compare or apply; caller retains its copy. |
ApplySurfaceQualityPreset
Copies a built-in preset into the editable settings. Selecting Custom preserves the current values.
Signature
public void ApplySurfaceQualityPreset(MasterTech.Matter.Rendering.SubstanceSurfaceQualityPreset preset)
Parameters
| Name | Type | Description |
|---|---|---|
preset |
MasterTech.Matter.Rendering.SubstanceSurfaceQualityPreset |
Requested standard quality preset. |
CaptureSettings
Captures every global renderer value that can be adjusted safely at runtime without replacing an asset or scene reference.
Signature
public MasterTech.Matter.Rendering.MatterRendererSettings CaptureSettings()
Returns
MasterTech.Matter.Rendering.MatterRendererSettings: A complete value copy of the renderer's current presentation configuration.
ConfigureArtDirection
Applies high-level color, relief, rim, and water presentation values.
Signature
public void ConfigureArtDirection(float brightness, float saturation, float contrast, float reliefStrength, float caveRim, float waterSurface)
Parameters
| Name | Type | Description |
|---|---|---|
brightness |
float |
Terrain brightness multiplier. |
saturation |
float |
Terrain color saturation multiplier. |
contrast |
float |
Terrain contrast multiplier. |
reliefStrength |
float |
Texture-derived visual relief strength. |
caveRim |
float |
Visual cave-rim strength. |
waterSurface |
float |
Liquid surface-shading strength. |
ConfigureFlatColorDiagnosticPresentation
Applies neutral, ambient-only presentation for inspecting exact cell topology without texture, normal, shadow, highlight, or rim cues.
Signature
public void ConfigureFlatColorDiagnosticPresentation()
ConfigureRendering
Assigns a render mode and lighting field, then refreshes the renderer bindings.
Signature
public void ConfigureRendering(MasterTech.Matter.Rendering.MatterRenderMode mode, MasterTech.Matter.Rendering.MatterLightingField field)
Parameters
| Name | Type | Description |
|---|---|---|
mode |
MasterTech.Matter.Rendering.MatterRenderMode |
Phase/render-mode selection for the target pass. |
field |
MasterTech.Matter.Rendering.MatterLightingField |
Grid lighting provider used by the renderer. |
ConfigureStylizedLighting
Configures the stylized ambient, direct-light, shadow, and anti-aliasing controls used by the Matter renderer.
Signature
public void ConfigureStylizedLighting(UnityEngine.Color topAmbient, UnityEngine.Color bottomAmbient, float ambient, float direct, int bands, float bandSoftness, float minimumShadowBrightness, float normalInfluence, float ambientOcclusion, float horizonShadow, float specularAa, float contourAa)
Parameters
| Name | Type | Description |
|---|---|---|
topAmbient |
UnityEngine.Color |
Ambient color arriving from above. |
bottomAmbient |
UnityEngine.Color |
Ambient color arriving from below. |
ambient |
float |
Ambient-light strength. |
direct |
float |
Direct-light strength. |
bands |
int |
Number of diffuse lighting bands. |
bandSoftness |
float |
Softness of transitions between toon bands. |
minimumShadowBrightness |
float |
Brightness retained in shadowed regions. |
normalInfluence |
float |
Influence of grid/material normals on lighting. |
ambientOcclusion |
float |
Grid ambient-occlusion strength. |
horizonShadow |
float |
Grid horizon-shadow strength. |
specularAa |
float |
Specular anti-aliasing strength. |
contourAa |
float |
Contour anti-aliasing strength. |
ConfigureTerrainEdges
Configures the visible terrain edge, light, and undercut treatment.
Signature
public void ConfigureTerrainEdges(UnityEngine.Color edgeColor, float widthCells, float lightStrength, float undercutStrength)
Parameters
| Name | Type | Description |
|---|---|---|
edgeColor |
UnityEngine.Color |
Tint of the visible terrain edge. |
widthCells |
float |
Edge treatment width in reference cells. |
lightStrength |
float |
Light contribution along the terrain edge. |
undercutStrength |
float |
Darkening underneath the visible terrain edge. |
RefreshBindings
Refreshes material, texture-tier and simulation bindings for the current settings and resource generation.
Signature
public void RefreshBindings()
ResetToProfile
Replaces the instance-owned runtime copy with the assigned profile, or with the component's embedded settings when no profile is set.
Signature
public void ResetToProfile()
MasterTech.Matter.Rendering.MatterRendererFluidPresentationSettings
Supported integration API. All declared source members have authored documentation.
public struct MasterTech.Matter.Rendering.MatterRendererFluidPresentationSettings
Value-type liquid/gas appearance settings. These do not change authoritative fluid transport.
Fields
| Member | Signature | Description |
|---|---|---|
DepthAwareOptics |
public bool DepthAwareOptics |
Uses contour-derived optical thickness for liquid absorption and transparency. This is a 2.5D shading estimate, not simulation depth. Disable to retain the legacy opacity-based water presentation. |
GasDensityExponent |
public float GasDensityExponent |
Exponent mapping encoded gas fill to visible density/opacity. |
GasOpacity |
public float GasOpacity |
Global opacity multiplier for gas presentation. |
LiquidContactShadowStrength |
public float LiquidContactShadowStrength |
Strength of visual liquid-contact shadows. |
LiquidDepthStrength |
public float LiquidDepthStrength |
Global response to estimated visual liquid thickness; not simulated water depth. |
LiquidSurfaceDynamics |
public MasterTech.Matter.Rendering.LiquidSurfaceDynamicsSettings LiquidSurfaceDynamics |
Render-only ripples and motion-gated foam configuration. |
TextureAnimation |
public MasterTech.Matter.Rendering.FluidTextureAnimationSettings TextureAnimation |
Simulation-time drift and distortion of liquid and gas maps. |
WaterSurfaceStrength |
public float WaterSurfaceStrength |
Strength of liquid surface shading and edge response. |
MasterTech.Matter.Rendering.MatterRendererLightingSettings
Supported integration API. All declared source members have authored documentation.
public struct MasterTech.Matter.Rendering.MatterRendererLightingSettings
Value-type ambient, direct, toon and normal-response settings for surface lighting.
Fields
| Member | Signature | Description |
|---|---|---|
AmbientBottomColor |
public UnityEngine.Color AmbientBottomColor |
Ambient color arriving from below the cell world. |
AmbientStrength |
public float AmbientStrength |
Multiplier for the ambient-light contribution. |
AmbientTopColor |
public UnityEngine.Color AmbientTopColor |
Ambient color arriving from above the cell world. |
ContourAntiAliasing |
public float ContourAntiAliasing |
Filtering strength used around reconstructed contours. |
DirectLightStrength |
public float DirectLightStrength |
Multiplier for the direct-light contribution. |
GridAmbientOcclusionStrength |
public float GridAmbientOcclusionStrength |
Multiplier for grid-derived ambient occlusion. |
GridNormalInfluence |
public float GridNormalInfluence |
Influence of the grid/material normals on the lighting response. |
GridShadowStrength |
public float GridShadowStrength |
Multiplier for grid-derived shadows. |
KeyLightColor |
public UnityEngine.Color KeyLightColor |
Color used by the authored key-light override. |
KeyLightDirection |
public UnityEngine.Vector3 KeyLightDirection |
World-space direction used by the authored key-light override. |
KeyLightMode |
public MasterTech.Matter.Rendering.MatterKeyLightMode KeyLightMode |
Selects whether the key light comes from the scene or an authored override. |
KeyLightStrength |
public float KeyLightStrength |
Intensity multiplier for the authored key-light override. |
LightingBands |
public int LightingBands |
Number of diffuse bands when toon lighting is enabled. |
LightingBandSoftness |
public float LightingBandSoftness |
Softens transitions between adjacent toon bands. |
ShadowBrightness |
public float ShadowBrightness |
Brightness retained in shaded regions of the material response. |
SpecularAntiAliasing |
public float SpecularAntiAliasing |
Filtering strength used to reduce aliasing in small specular features. |
ToonLightingEnabled |
public bool ToonLightingEnabled |
Enables discrete stylized lighting bands instead of the Natural response. |
MasterTech.Matter.Rendering.MatterRendererPhaseDetailSettings
Supported integration API. All declared source members have authored documentation.
public struct MasterTech.Matter.Rendering.MatterRendererPhaseDetailSettings
Independent visible-shape controls for liquid streams and airborne powder.
Fields
| Member | Signature | Description |
|---|---|---|
AirbornePowderRoundness |
public float AirbornePowderRoundness |
Roundness of airborne powder's visible silhouette. |
AirbornePowderStretch |
public float AirbornePowderStretch |
Stretch of moving airborne powder's visible silhouette. |
LiquidStreamSmoothing |
public float LiquidStreamSmoothing |
Visual smoothing of thin liquid streams; does not move cells. |
MasterTech.Matter.Rendering.MatterRendererSettings
Supported integration API. All declared source members have authored documentation.
public struct MasterTech.Matter.Rendering.MatterRendererSettings
Runtime-safe presentation settings grouped by concern. Scene and asset references remain on MasterTech.Matter.Rendering.MatterRenderer.
Properties
| Member | Signature | Description |
|---|---|---|
Default |
MasterTech.Matter.Rendering.MatterRendererSettings Default { get:public; } |
Canonical Natural presentation values for new renderer/profile configurations. |
Fields
| Member | Signature | Description |
|---|---|---|
FluidPresentation |
public MasterTech.Matter.Rendering.MatterRendererFluidPresentationSettings FluidPresentation |
Liquid and gas optical response, texture animation and visual surface dynamics. |
Lighting |
public MasterTech.Matter.Rendering.MatterRendererLightingSettings Lighting |
Ambient, direct, toon, normal and shadow response configuration. |
PhaseDetail |
public MasterTech.Matter.Rendering.MatterRendererPhaseDetailSettings PhaseDetail |
Thin-liquid and airborne-powder silhouette controls. |
Surface |
public MasterTech.Matter.Rendering.MatterRendererSurfaceSettings Surface |
Terrain/material appearance configuration, independent of the simulation solver. |
TopSurface |
public MasterTech.Matter.Rendering.MatterRendererTopSurfaceSettings TopSurface |
Collision-free top-cap and edge presentation configuration. |
MasterTech.Matter.Rendering.MatterRendererSurfaceSettings
Supported integration API. All declared source members have authored documentation.
public struct MasterTech.Matter.Rendering.MatterRendererSurfaceSettings
Value-type surface configuration copied with MatterRendererSettings; use CaptureSettings and ApplySettings to change a renderer.
Fields
| Member | Signature | Description |
|---|---|---|
AuthoredHeightReliefScale |
public float AuthoredHeightReliefScale |
Multiplier for relief derived from authored height maps. |
AuthoredNormalReliefScale |
public float AuthoredNormalReliefScale |
Multiplier for relief supplied by authored normal maps. |
CaveAmbientOcclusionStrength |
public float CaveAmbientOcclusionStrength |
Amount of cave-interior ambient occlusion in surface presentation. |
CaveRimStrength |
public float CaveRimStrength |
Strength of the shaded rim around cave/terrain boundaries. |
DarknessVariationCellsPerTile |
public float DarknessVariationCellsPerTile |
Reference-cell scale of interior darkness variation. |
DarknessVariationStrength |
public float DarknessVariationStrength |
Amount of broad procedural darkness variation within material interiors. |
DetailFadeEnd |
public float DetailFadeEnd |
Texture-coordinate footprint threshold at which minified detail becomes fully faded; use a value above DetailFadeStart. |
DetailFadeStart |
public float DetailFadeStart |
Texture-coordinate footprint threshold at which detail starts fading under minification; not a world-space distance. |
EmissionMode |
public MasterTech.Matter.Rendering.SubstanceEmissionMode EmissionMode |
Selects procedural, mapped or combined emission inputs for surface shading. |
GeologicalBreakupStrength |
public float GeologicalBreakupStrength |
Strength of broad geological variation in the shaded surface. |
GeologicalBreakupWorldSize |
public float GeologicalBreakupWorldSize |
World-space size of geological breakup features. |
InteriorMicroShadowStrength |
public float InteriorMicroShadowStrength |
Strength of fine interior shading; does not cast physical shadows or edit cells. |
MaterialBlendRadius |
public float MaterialBlendRadius |
Reference-cell radius of the visual neighborhood used for material blending. |
MaterialBlendStrength |
public float MaterialBlendStrength |
Strength of visual mixing between neighboring materials. |
MaterialHeightBlendScale |
public float MaterialHeightBlendScale |
Multiplier for texture heights used at material transitions. |
StochasticPatchVariation |
public float StochasticPatchVariation |
Strength of variation among stochastic texture patches. |
SurfaceQuality |
public MasterTech.Matter.Rendering.SubstanceSurfaceQualitySettings SurfaceQuality |
Independent feature/detail settings populated by a surface-quality preset. |
TerrainBoundaryAlgorithm |
public MasterTech.Matter.Rendering.TerrainMaterialBoundaryAlgorithm TerrainBoundaryAlgorithm |
Algorithm used to reconstruct the visible cell/material boundary. |
TerrainBoundaryGeometryOnly |
public bool TerrainBoundaryGeometryOnly |
Shows geometric boundary information without the normal material shading path. |
TerrainBrightness |
public float TerrainBrightness |
Global brightness multiplier for terrain material presentation. |
TerrainContrast |
public float TerrainContrast |
Global contrast adjustment for terrain material color. |
TerrainSaturation |
public float TerrainSaturation |
Global saturation adjustment for terrain material color. |
TextureQuality |
public MasterTech.Matter.Rendering.SubstanceTextureQuality TextureQuality |
Requested available texture tier; does not increase the source-map resolution. |
TextureReliefStrength |
public float TextureReliefStrength |
Overall strength of render-only relief derived from material textures. |
MasterTech.Matter.Rendering.MatterRendererTopSurfaceSettings
Supported integration API. All declared source members have authored documentation.
public struct MasterTech.Matter.Rendering.MatterRendererTopSurfaceSettings
Value-type edge and top-cap presentation; these caps have no collision geometry.
Fields
| Member | Signature | Description |
|---|---|---|
LiquidTopSurfaceDepthCells |
public float LiquidTopSurfaceDepthCells |
Liquid cap depth in cells; zero disables that extra visible depth. |
TerrainEdgeColor |
public UnityEngine.Color TerrainEdgeColor |
Tint of the visible terrain edge. |
TerrainEdgeLightStrength |
public float TerrainEdgeLightStrength |
Light contribution applied to the visible edge treatment. |
TerrainEdgeWidthCells |
public float TerrainEdgeWidthCells |
Width of the edge treatment in reference cells. |
TerrainTopSurfaceCurvature |
public float TerrainTopSurfaceCurvature |
Curvature of the visual top-surface profile. |
TerrainTopSurfaceDepthCells |
public float TerrainTopSurfaceDepthCells |
Terrain cap depth in cells; normalized by the renderer to its supported range. |
TerrainTopSurfaceEnabled |
public bool TerrainTopSurfaceEnabled |
Enables a collision-free terrain top cap behind the front surface. |
TerrainTopSurfaceRecessionShade |
public float TerrainTopSurfaceRecessionShade |
Shading applied as the top surface recedes behind the front face. |
TerrainUndercutStrength |
public float TerrainUndercutStrength |
Darkening below the terrain's visible edge. |
MasterTech.Matter.Rendering.MatterRenderMode
Advanced reference. Descriptions may be generated from compiled signatures.
public enum MasterTech.Matter.Rendering.MatterRenderMode
Controls which simulation phases a MatterRenderer draws.
Fields
| Member | Signature | Description |
|---|---|---|
All |
public static MasterTech.Matter.Rendering.MatterRenderMode All |
Provides the all value. |
OpaqueSolids |
public static MasterTech.Matter.Rendering.MatterRenderMode OpaqueSolids |
Provides the opaque solids value. |
TransparentFluids |
public static MasterTech.Matter.Rendering.MatterRenderMode TransparentFluids |
Provides the transparent fluids value. |
MasterTech.Matter.Rendering.MatterShaderNames
Advanced reference. Descriptions may be generated from compiled signatures.
public static class MasterTech.Matter.Rendering.MatterShaderNames
Canonical ShaderLab names used by Matter runtime and editor tooling. Keeping the names here prevents resource creation and fallback paths from silently diverging when shader assets are renamed.
Fields
| Member | Signature | Description |
|---|---|---|
CellPropertyHeatmap |
public static string CellPropertyHeatmap |
Provides the cell property heatmap value. |
GridAtmosphere |
public static string GridAtmosphere |
Provides the grid atmosphere value. |
GridAtmosphereCpuFallback |
public static string GridAtmosphereCpuFallback |
Provides the grid atmosphere CPU fallback value. |
PhysicsSpriteLit |
public static string PhysicsSpriteLit |
Provides the physics sprite lit value. |
SubstanceTextureBake |
public static string SubstanceTextureBake |
Provides the substance texture bake value. |
Surface |
public static string Surface |
Provides the surface value. |
SurfaceCpuFallback |
public static string SurfaceCpuFallback |
Provides the surface CPU fallback value. |
UniversalLit |
public static string UniversalLit |
Provides the universal lit value. |
MasterTech.Matter.Rendering.MatterTerrainVisualStyle
Advanced reference. Descriptions may be generated from compiled signatures.
public enum MasterTech.Matter.Rendering.MatterTerrainVisualStyle
Package-owned terrain presentation presets. They only affect rendering; simulation state, collision topology, and authored source maps are unchanged.
Fields
| Member | Signature | Description |
|---|---|---|
Natural |
public static MasterTech.Matter.Rendering.MatterTerrainVisualStyle Natural |
Provides the natural value. |
Rugged |
public static MasterTech.Matter.Rendering.MatterTerrainVisualStyle Rugged |
Provides the rugged value. |
MasterTech.Matter.Rendering.MatterVisualDiagnosticMode
Advanced reference. Descriptions may be generated from compiled signatures.
public enum MasterTech.Matter.Rendering.MatterVisualDiagnosticMode
Temporary inspection outputs used by the visual-improvement benchmark. Final renders always use MasterTech.Matter.Rendering.MatterVisualDiagnosticMode.Final.
Fields
| Member | Signature | Description |
|---|---|---|
Albedo |
public static MasterTech.Matter.Rendering.MatterVisualDiagnosticMode Albedo |
Provides the albedo value. |
AmbientOcclusion |
public static MasterTech.Matter.Rendering.MatterVisualDiagnosticMode AmbientOcclusion |
Provides the ambient occlusion value. |
Final |
public static MasterTech.Matter.Rendering.MatterVisualDiagnosticMode Final |
Provides the final value. |
Height |
public static MasterTech.Matter.Rendering.MatterVisualDiagnosticMode Height |
Provides the height value. |
LightingVisibility |
public static MasterTech.Matter.Rendering.MatterVisualDiagnosticMode LightingVisibility |
Provides the lighting visibility value. |
SurfaceNormal |
public static MasterTech.Matter.Rendering.MatterVisualDiagnosticMode SurfaceNormal |
Provides the surface normal value. |
MasterTech.Matter.Rendering.SubstanceEmissionMode
Advanced reference. Descriptions may be generated from compiled signatures.
public enum MasterTech.Matter.Rendering.SubstanceEmissionMode
Selects authored emissive masks, temperature-driven procedural emission, or both without rebaking the substance render library.
Fields
| Member | Signature | Description |
|---|---|---|
AuthoredMap |
public static MasterTech.Matter.Rendering.SubstanceEmissionMode AuthoredMap |
Provides the authored map value. |
Combined |
public static MasterTech.Matter.Rendering.SubstanceEmissionMode Combined |
Provides the combined value. |
ProceduralTemperature |
public static MasterTech.Matter.Rendering.SubstanceEmissionMode ProceduralTemperature |
Provides the procedural temperature value. |
MasterTech.Matter.Rendering.SubstanceSurfaceQualityPreset
Advanced reference. Descriptions may be generated from compiled signatures.
public enum MasterTech.Matter.Rendering.SubstanceSurfaceQualityPreset
Named starting points for surface rendering. A preset copies values into MasterTech.Matter.Rendering.SubstanceSurfaceQualitySettings; shaders never branch on this enum, and every copied value remains independently editable.
Fields
| Member | Signature | Description |
|---|---|---|
Custom |
public static MasterTech.Matter.Rendering.SubstanceSurfaceQualityPreset Custom |
Provides the custom value. |
High |
public static MasterTech.Matter.Rendering.SubstanceSurfaceQualityPreset High |
Provides the high value. |
Low |
public static MasterTech.Matter.Rendering.SubstanceSurfaceQualityPreset Low |
Provides the low value. |
Medium |
public static MasterTech.Matter.Rendering.SubstanceSurfaceQualityPreset Medium |
Provides the medium value. |
MasterTech.Matter.Rendering.SubstanceSurfaceQualitySettings
Supported integration API. All declared source members have authored documentation.
public struct MasterTech.Matter.Rendering.SubstanceSurfaceQualitySettings
Independent cost and fidelity controls for authored substance surfaces. Use a named preset for a quick baseline, then edit any setting to create a custom configuration.
Properties
| Member | Signature | Description |
|---|---|---|
AirbornePowderRoundness |
float AirbornePowderRoundness { get:public; set:public; } |
Roundness of airborne powder presentation within this configuration. |
AirbornePowderStretch |
float AirbornePowderStretch { get:public; set:public; } |
Stretch of airborne powder presentation within this configuration. |
BaseNormalMaps |
bool BaseNormalMaps { get:public; set:public; } |
Enables sampling of authored base normal maps. |
DetailMaps |
bool DetailMaps { get:public; set:public; } |
Enables the detail-map sampling path. |
GeologicalBreakup |
bool GeologicalBreakup { get:public; set:public; } |
Enables the geological breakup shading feature. |
GeologicalBreakupDetail |
float GeologicalBreakupDetail { get:public; set:public; } |
Detail budget/strength of geological breakup after feature gating. |
HighPreset |
MasterTech.Matter.Rendering.SubstanceSurfaceQualitySettings HighPreset { get:public; } |
Higher-detail feature configuration copied when High is selected. |
InteriorMicroShadowDetail |
float InteriorMicroShadowDetail { get:public; set:public; } |
Detail contribution of fine interior micro-shadow shading. |
LiquidStreamSmoothing |
float LiquidStreamSmoothing { get:public; set:public; } |
Visual smoothing of thin liquid streams within this quality configuration. |
LowPreset |
MasterTech.Matter.Rendering.SubstanceSurfaceQualitySettings LowPreset { get:public; } |
Lower-cost feature configuration copied when Low is selected. |
MaterialVariantBlending |
bool MaterialVariantBlending { get:public; set:public; } |
Enables blending among a substance's authored texture variants. |
MediumPreset |
MasterTech.Matter.Rendering.SubstanceSurfaceQualitySettings MediumPreset { get:public; } |
Balanced feature configuration used as the renderer's default surface tier. |
StochasticPatchBlending |
bool StochasticPatchBlending { get:public; set:public; } |
Enables blending between randomized texture patches. |
Methods
DetectPreset
Compares settings with standard presets and reports Custom when none matches.
Signature
public static MasterTech.Matter.Rendering.SubstanceSurfaceQualityPreset DetectPreset(MasterTech.Matter.Rendering.SubstanceSurfaceQualitySettings settings)
Parameters
| Name | Type | Description |
|---|---|---|
settings |
MasterTech.Matter.Rendering.SubstanceSurfaceQualitySettings |
Value-type settings to compare or apply; caller retains its copy. |
Returns
MasterTech.Matter.Rendering.SubstanceSurfaceQualityPreset: The matching standard preset or Custom.
Equals
Overload 1
Compares feature switches exactly and stored floating-point detail values using Mathf.Approximately; this does not normalize either value.
Signature
public bool Equals(MasterTech.Matter.Rendering.SubstanceSurfaceQualitySettings other)
Parameters
| Name | Type | Description |
|---|---|---|
other |
MasterTech.Matter.Rendering.SubstanceSurfaceQualitySettings |
Quality configuration to compare field by field. |
Returns
bool: True when all compared feature/detail values match.
Overload 2
Compares another quality-settings value, using exact switch comparison and approximate floating-point comparison.
Signature
public virtual bool Equals(object obj)
Parameters
| Name | Type | Description |
|---|---|---|
obj |
object |
Object to compare; a different type is unequal. |
Returns
bool: True when all compared feature/detail values match.
FromPreset
Returns the supported feature configuration associated with a preset selection.
Signature
public static MasterTech.Matter.Rendering.SubstanceSurfaceQualitySettings FromPreset(MasterTech.Matter.Rendering.SubstanceSurfaceQualityPreset preset)
Parameters
| Name | Type | Description |
|---|---|---|
preset |
MasterTech.Matter.Rendering.SubstanceSurfaceQualityPreset |
Requested standard quality preset. |
Returns
MasterTech.Matter.Rendering.SubstanceSurfaceQualitySettings: The selected preset's independent value configuration.
GetHashCode
Combines feature switches and the exact hashes of stored floating-point values.
Signature
public virtual int GetHashCode()
Returns
int: A hash of the stored fields. Approximately equal floating-point values can have different hashes; use canonical values for hash-based keys.
Normalized
Returns a finite, bounded value suitable for shader binding.
Signature
public MasterTech.Matter.Rendering.SubstanceSurfaceQualitySettings Normalized()
Returns
MasterTech.Matter.Rendering.SubstanceSurfaceQualitySettings: A normalized value copy; the receiver is unchanged.
op_Equality
Compares two values using their field equality contract.
Signature
public static bool op_Equality(MasterTech.Matter.Rendering.SubstanceSurfaceQualitySettings left, MasterTech.Matter.Rendering.SubstanceSurfaceQualitySettings right)
Parameters
| Name | Type | Description |
|---|---|---|
left |
MasterTech.Matter.Rendering.SubstanceSurfaceQualitySettings |
First value to compare. |
right |
MasterTech.Matter.Rendering.SubstanceSurfaceQualitySettings |
Second value to compare. |
Returns
bool: True when the values are equal; otherwise false.
op_Inequality
Compares two values using their field equality contract.
Signature
public static bool op_Inequality(MasterTech.Matter.Rendering.SubstanceSurfaceQualitySettings left, MasterTech.Matter.Rendering.SubstanceSurfaceQualitySettings right)
Parameters
| Name | Type | Description |
|---|---|---|
left |
MasterTech.Matter.Rendering.SubstanceSurfaceQualitySettings |
First value to compare. |
right |
MasterTech.Matter.Rendering.SubstanceSurfaceQualitySettings |
Second value to compare. |
Returns
bool: True when the values are different; otherwise false.
MasterTech.Matter.Rendering.SubstanceTextureQuality
Advanced reference. Descriptions may be generated from compiled signatures.
public enum MasterTech.Matter.Rendering.SubstanceTextureQuality
Selects a native texture-array tier when one is available, or the closest mip of an embedded render library. Existing serialized values retain their original 2K through 256 mappings.
Fields
| Member | Signature | Description |
|---|---|---|
Full2K |
public static MasterTech.Matter.Rendering.SubstanceTextureQuality Full2K |
Provides the full 2 k value. |
High1K |
public static MasterTech.Matter.Rendering.SubstanceTextureQuality High1K |
Provides the high 1 k value. |
High4K |
public static MasterTech.Matter.Rendering.SubstanceTextureQuality High4K |
Provides the high 4 k value. |
Low256 |
public static MasterTech.Matter.Rendering.SubstanceTextureQuality Low256 |
Provides the low 256 value. |
Medium512 |
public static MasterTech.Matter.Rendering.SubstanceTextureQuality Medium512 |
Provides the medium 512 value. |
Ultra8K |
public static MasterTech.Matter.Rendering.SubstanceTextureQuality Ultra8K |
Provides the ultra 8 k value. |
MasterTech.Matter.Rendering.TerrainMaterialBoundaryAlgorithm
Advanced reference. Descriptions may be generated from compiled signatures.
public enum MasterTech.Matter.Rendering.TerrainMaterialBoundaryAlgorithm
Selects how the renderer reconstructs both boundaries between opaque terrain substances and the outer opaque-terrain-to-air silhouette.
Fields
| Member | Signature | Description |
|---|---|---|
MultiLabelMarchingSquares |
public static MasterTech.Matter.Rendering.TerrainMaterialBoundaryAlgorithm MultiLabelMarchingSquares |
Provides the multi label marching squares value. |
Off |
public static MasterTech.Matter.Rendering.TerrainMaterialBoundaryAlgorithm Off |
Provides the off value. |
TopologyLockedDistanceField |
public static MasterTech.Matter.Rendering.TerrainMaterialBoundaryAlgorithm TopologyLockedDistanceField |
Provides the topology locked distance field value. |
MasterTech.Matter.Rendering.TerrainMaterialField
Supported integration API. All declared source members have authored documentation.
public class MasterTech.Matter.Rendering.TerrainMaterialField
Builds a sparse, grid-aligned terrain-material heat field directly from the authoritative GPU simulation. Each cell stores up to four nearby material labels and their radius-three Gaussian membership scores. A third texture packs compact cubic terrain and liquid-union occupancy coefficients plus their signed topology guards. All four scalar channels refresh after simulation ticks so reconstructed silhouettes cannot use stale fill or topology.
Properties
| Member | Signature | Description |
|---|---|---|
IsReady |
bool IsReady { get:public; } |
True when valid output matches the current initialized grid and supported material count. |
LabelTexture |
UnityEngine.RenderTexture LabelTexture { get:public; } |
Point-filtered RGBA16_UInt texture containing four lossless ushort material IDs per simulation cell. Slot zero is the cell's authoritative terrain material; 0xffff denotes an unused slot. |
MaterialFieldShader |
UnityEngine.ComputeShader MaterialFieldShader { get:public; set:public; } |
The compute program that builds the sparse heat field. |
MaximumDistanceCells |
int MaximumDistanceCells { get:public; set:public; } |
Compatibility alias retained for existing scene authoring and benchmark reporting. The sparse field has a fixed Gaussian radius. |
OccupancyTexture |
UnityEngine.RenderTexture OccupancyTexture { get:public; } |
Point-filtered RGBA16_SFloat texture containing [1 4 6 4 1]^2 cubic terrain and fill-aware liquid-union occupancy coefficients in R/B, with their signed topology guards in G/A. All four lightweight channels refresh after simulation ticks; the costly terrain-only material-label heat remains amortized separately. |
Simulation |
MasterTech.Matter.Simulation.MatterSimManager Simulation { get:public; set:public; } |
The authoritative simulation that supplies cells and phases. |
Texture |
UnityEngine.RenderTexture Texture { get:public; } |
Compatibility alias for code that only needs to inspect field size or lifetime. New shader binders must use all three field textures. |
UpdateIntervalTicks |
int UpdateIntervalTicks { get:public; set:public; } |
Minimum tick interval between scheduled terrain-field updates, clamped to 1–16 ticks. |
WeightTexture |
UnityEngine.RenderTexture WeightTexture { get:public; } |
Point-filtered RGBA16_SFloat texture containing the Gaussian heat scores corresponding to MasterTech.Matter.Rendering.TerrainMaterialField.LabelTexture. |
Fields
| Member | Signature | Description |
|---|---|---|
HeatRadiusCells |
public static int HeatRadiusCells |
Radius of the terrain heat neighborhood in cells. |
LabelShaderPropertyId |
public static readonly int LabelShaderPropertyId |
Cached Unity property ID corresponding to LabelShaderPropertyName. |
LabelShaderPropertyName |
public static string LabelShaderPropertyName |
Shader property name for reconstructed material labels. |
OccupancyShaderPropertyId |
public static readonly int OccupancyShaderPropertyId |
Cached Unity property ID corresponding to OccupancyShaderPropertyName. |
OccupancyShaderPropertyName |
public static string OccupancyShaderPropertyName |
Shader property name for packed occupancy and heat information. |
ShaderPropertyId |
public static readonly int ShaderPropertyId |
Compatibility alias of the material-weight shader property ID. |
ShaderPropertyName |
public static string ShaderPropertyName |
Compatibility alias of the material-weight shader property name. |
UnusedMaterialLabel |
public static ushort UnusedMaterialLabel |
Sentinel marking an unused material label, outside supported encoded labels. |
WeightShaderPropertyId |
public static readonly int WeightShaderPropertyId |
Cached Unity property ID corresponding to WeightShaderPropertyName. |
WeightShaderPropertyName |
public static string WeightShaderPropertyName |
Shader property name for reconstructed material blend weights. |
Constructors
TerrainMaterialField
Creates a new TerrainMaterialField instance.
Signature
public void .ctor()
Methods
Configure
Assigns both runtime dependencies and schedules a rebuild.
Signature
public void Configure(MasterTech.Matter.Simulation.MatterSimManager manager, UnityEngine.ComputeShader shader)
Parameters
| Name | Type | Description |
|---|---|---|
manager |
MasterTech.Matter.Simulation.MatterSimManager |
Simulation manager supplying cells and world mapping. |
shader |
UnityEngine.ComputeShader |
Presentation shader; use the matching Matter shader or the documented default. |
DispatchNow
Immediately queues one sparse heat-field build. Returns false if it cannot dispatch or this component already rebuilt during the current rendered frame. No GPU readback is performed.
Signature
public bool DispatchNow()
Returns
bool: True when a terrain-field update was submitted; this does not fence GPU completion.
IsReadyFor
Returns whether the current textures were built for the exact simulation a renderer is about to draw. Grid dimensions alone are insufficient because separate simulations may share the same size.
Signature
public bool IsReadyFor(MasterTech.Matter.Simulation.MatterSimManager source)
Parameters
| Name | Type | Description |
|---|---|---|
source |
MasterTech.Matter.Simulation.MatterSimManager |
Simulation instance whose allocation and resources must match this field. |
Returns
bool: True when valid output belongs to the supplied initialized simulation.
MarkDirty
Schedules a rebuild during the next LateUpdate.
Signature
public void MarkDirty()
SetConsumerActive
Registers whether a renderer currently needs this shared field. The component remains active while at least one consumer requests the distance-field algorithm, avoiding last-renderer-wins races.
Signature
public void SetConsumerActive(UnityEngine.Object consumer, bool active)
Parameters
| Name | Type | Description |
|---|---|---|
consumer |
UnityEngine.Object |
Stable non-null identity of the renderer or integration consuming the field. |
active |
bool |
Whether this consumer currently requires the field output. |