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Material (asset type)

Updated 3 September 2026

Entities sharing one material can still differ in a value: every drawn object carries four vec4 lanes of its own that a surface shader reads as input.shader_data[lane] and renderer.instanceData.set writes. Use that for a dissolve at its own progress per subject, a hit flash at its own age, a fill level per instance — a material per entity is for when the LOOK differs, not when a number does.

New to how a material relates to its shader, its textures, and the live GPU material behind it? Read core/resource-model first. It also covers the difference between an authored .material asset (this type) and a runtime GPU material made with renderer.material.create.

When to use one

  • You want a named surface configuration an entity wears by referencing it from its Model component (material = "@.../<Name>").
  • You want runtime property tweaks (asset.resolve(ref):setProperty(...)) to affect every entity using the material at once.
  • You want to publish a curated look (Gold, RedGlow, BrickWall) other authors can reuse without re-typing shader bindings.

If you need a brand-new lighting model or a custom visual effect, you need a .shader first; the material wraps it.

Where it lives

  • Source: /zero/source/.../<Name>.material/
  • Identity: <Name> (the .material suffix strips).
  • Folder shape:
    • mat.yaml — canonical material spec (shader + property values). Required.
    • preview.png — the material's rendered shader-ball still, its persisted visual description. Required. Regenerated on every mat.yaml write; it syncs, publishes, feeds image-based search, and gives browsers a thumbnail.
    • README.md / .metadata — optional prose + tags, indexed when an author writes real ones.
    • textures/ — optional folder for embedded textures. Validator allows the folder; its interior is unrestricted.
    • shaders/ — optional folder for a co-located custom shader. Same rule.

How to create one

asset.create("material", "<Name>")
-- Creates: /zero/source/<Name>.material/
--   mat.yaml    (shader binding + property scaffold)
--   preview.png (rendered moments later from the mat.yaml write)

-- `folder` places it in a subfolder of /source instead of the root:
asset.create("material", "<Name>", { folder = "materials" })

Pass the shader and initial values through asset.create, then tune with setProperty and keep what you tuned with saveDefinition:

local mat = asset.create("material", "<Name>", { shader = "@builtin::shaders.pbr" })
mat:setProperty("base_color", { 0.8, 0.6, 0.1, 1 })
mat:setProperty("roughness", 0.3)
mat:saveDefinition()   -- writes the tuned values into mat.yaml

This mints the .material asset and returns a handle you tune with setProperty. A set is a runtime change: it reaches the GPU material and every entity wearing it, and saveDefinition is the call that writes it into mat.yaml, so a property driven every frame costs no file write and leaves the authored file as its author wrote it. A purely runtime asset.create lives only for the session. For an ephemeral, runtime-only GPU material that is not an asset at all, use renderer.material.create instead (see core/resource-model).

How it operates

  1. Property reflection. The bound shader's uniform struct fields become the material's configurable properties — no manual property declarations needed. naga introspects the shader at load.
  2. Property values. mat.yaml groups values by type, each block keyed by the shader's field names: properties: holds scalars and colors/vectors, ints: holds integer-typed fields, bools: holds boolean-typed fields, and textures: holds texture slots. Omitted fields take the shader's default. A scalar is a bare number (roughness: 0.5); a color or vector is an array (base_color: [1, 1, 1, 1]). shader: is the shader's identity string. This is the shape every material the engine writes uses. A saveDefinition writes the changed values into the file where they already stand and leaves the rest of it — its comments, the order of its keys and blocks, the spelling of its literals — untouched. The older floats: / colors: blocks (with { r, g, b, a } map colors) still load for materials hand-authored that way.
  3. Render state. render: holds how the mesh is drawn rather than what the shader reads: blend (the equation the fragment composites with, also spelled type), cull, depth_write, depth_compare and topology. The .shader type README's "The render block" section lists every value each key takes, and asset.create's render argument takes the same keys and values.
  4. Application. An entity wears a material by referencing it from its Model component (material = "@.../<Name>"). Materials affect every entity that references them; runtime asset.resolve(ref):setProperty(...) changes propagate to all of them immediately, and last until the next mode change unless saveDefinition writes them into mat.yaml.
  5. Texture binding. Texture slots accept color:r,g,b,a for solid colors, default:white / default:black / default:normal for the engine's own fallback texels, @builtin::textures.<name> for builtins, path/to/image.png for file textures, or a render-target handle for camera renders. The GPU texture cache reads the color: and default: forms from the string itself, so a slot written in one names no asset and carries nothing with the material when it travels; every other form names a texture asset the slot depends on.
  6. Hot reload. Editing mat.yaml repacks the GPU uniform buffer on the next frame; visible immediately.

Discovery

  • asset.list("material") — every registered material.
  • asset.inspect("<name>") — shader binding, property values, source path, this type README.
  • cat /zero/source/<Name>.material — same summary.
  • asset.resolve("<name>"):getProperties() — the property fields exposed by the bound shader, each at the value it currently holds: what mat.yaml authored until something writes to the material, and the written value from then on, whichever call wrote it. That is the value the surface is drawn with. Read them back rather than guessing names; which fields exist comes from the shader.
  • asset.resolve("<name>"):getDefinition() — the authored mat.yaml bytes, the value the material rests at.
  • asset.resolve("<name>"):getShader() — the shader the material binds.

Authoring conventions

  • Use lowercase, descriptive names (brushed_steel, red_glow, tarmac_wet). Avoid shader-name suffixes in the material name — the binding lives in mat.yaml::shader.
  • Drive every property the shader exposes; defaults are a fallback, not a contract for which fields exist.
  • Embed textures alongside the material (textures/ subfolder) when they're used only by this material; reference shared textures from @builtin::textures.* or a library.

Common pitfalls

  • Property names must match the shader's uniform struct exactly (case-sensitive). Misnamed properties silently get the shader's default.
  • Broken shaders break the material. A material whose shader has a parse error renders as the magenta checkerboard. Inspect the shader first if the material looks wrong.
  • setProperty targets the material, not the entity. Changes affect every entity that references the material.
  • setProperty is a runtime change. It reaches the GPU, not the file: call saveDefinition to write the current values into mat.yaml. For a per-entity override that no other entity sees, give the entity its own copy with Model:applySessionMaterial(renderer.material.create(...)).
  • Renaming the folder changes the identity. Update every Model component and asset.create callsite that references it.
  • .shader — defines what properties exist; required before a material can bind to it.
  • .preset — captures a component configuration; conceptually similar to a material, but for components instead of shaders.
  • asset-type
  • reference