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Material3D Type

Standard PBR material definition. Carries visual properties and texture maps, but never a shader handle. The pipeline binds the appropriate shader.

This is a struct designed for zero-allocation use in the render command hot path. Texture maps are optional; when absent, the scalar/color values apply.

Record fields

Record Field Description

AlbedoColor

Full Usage: AlbedoColor

Field type: Color

Base albedo color. Multiplied with albedo map if present.

Field type: Color

AlbedoMap

Full Usage: AlbedoMap

Field type: Texture2D voption

Optional albedo/diffuse texture map.

Field type: Texture2D voption

EmissionColor

Full Usage: EmissionColor

Field type: Color

Emissive color for self-illumination.

Field type: Color

EmissionMap

Full Usage: EmissionMap

Field type: Texture2D voption

Optional emissive texture map.

Field type: Texture2D voption

Metallic

Full Usage: Metallic

Field type: float32

Metallic factor. 0 = dielectric, 1 = fully metallic.

Field type: float32

MetallicMap

Full Usage: MetallicMap

Field type: Texture2D voption

Optional metallic texture map (typically stored in blue channel).

Field type: Texture2D voption

NormalMap

Full Usage: NormalMap

Field type: Texture2D voption

Optional normal map for surface detail.

Field type: Texture2D voption

Opacity

Full Usage: Opacity

Field type: float32

Opacity / alpha value. 1 = fully opaque, 0 = fully transparent.

Field type: float32

Roughness

Full Usage: Roughness

Field type: float32

Perceptual roughness. 0 = mirror-like, 1 = fully diffuse.

Field type: float32

RoughnessMap

Full Usage: RoughnessMap

Field type: Texture2D voption

Optional roughness texture map (typically stored in green channel).

Field type: Texture2D voption

Tiling

Full Usage: Tiling

Field type: Vector2

UV tiling offset for texture coordinates.

Field type: Vector2

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