Matter 1.0.0
  • Getting Started
  • Authoring
  • Rendering
  • Integration
  • Samples
  • Reference
  • Support
Search Results for

    Browse the manual
    • Matter user guide
    • Getting Started
    • Requirements and compatibility
    • Authoring
    • Substance authoring
    • Rendering
    • Integration
    • Core concepts
    • Worlds, saving and loading
    • Physics integration
    • Web deployment
    • FishNet integration
    • Samples
    • Benchmarking
    • Reference
    • Runtime API
    • Rendering API
    • Editor API
    • Release notes
    • Support
    • Troubleshooting

    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.
    In this article
    Back to top Generated by DocFX