INTERNAL USE ONLY. To create a new material from scratch, use [[AssetManager.createMaterial]].
Visibility threshold in masked alpha mode
Visibility threshold in masked alpha mode
Only populated when this asset is animation data. An asset will only have one of these types specified.
The base color of this material.
The base color of this material.
A promise that resolves when the asset is finished loading
The lighting-independent color of this material.
The lighting-independent color of this material.
The emissive texture's offset from default
The emissive texture's offset from default
The emissive texture's scale from default
The emissive texture's scale from default
The unique id of this asset. Use this to reference this asset in actors, etc.
The main texture's offset from default
The main texture's offset from default
The main texture's scale from default
The main texture's scale from default
Only populated when this asset is a material. An asset will have only one of these types specified.
Only populated when this asset is a mesh. An asset will have only one of these types specified.
A human-readable string identifying the asset. Not required to be unique, but can be referenced by name if it is.
Only populated when this asset is a prefab. An asset will have only one of these types specified.
Only populated when this asset is a sound. An asset will have only one of these types specified.
Where this asset came from. Used for loading on late-joining clients.
Only populated when this asset is a texture. An asset will have only one of these types specified.
Represents a material on a mesh.