Materials

UVR materials are defined using the same assets as usual in Unity : the material asset in created in the Project tab and assigned on the Mesh Renderer component of geometries. See the Unity interface overview for details on the Unity components and workflow.

You can use the menu PredictSuite/Tools/Replace materials in the scene to easily replace all instances of one material by another.

Define Predict Matter specific materials

Predict Matter supports materials that Unity does not, such as measured materials, polarization filters, or glasses with spectral refraction index for instance. See the Spectrums and the Polarization sections for more explanations on the spectral and polarized aspect of the light and the materials.

The supported definitions for Predict Matter materials are : 

There are two ways of defining Predict Matter materials in Unity :

Predict Matter shaders

You can use the Predict Matter shaders to define Predict Matter materials. Using these shaders, the Predict Matter and the Unity materials are linked together and edited at the same time. This enables you to define the Predict Matter material while having a preview of the material in Unity.


There is one shader per material type. See the dedicated sections for details on each material type.

Every time you focus or unfocus from a Predict Suite shader Inspector, the material will be saved. You can also save the material using the Ctrl+S shortcut. 


The Matter header contains two buttons :

You can create new Predict Matter materials via the right click menu in the Project tab : "PredictSuite - Matter/Create Material" or "Create/PredicSuite - Matter".

Some materials require settings for their Unity version only : they have no impact whatsoever on the Predict Engine rendering. These settings are always grouped under the "Unity Additional Settings" section. 

Predict Matter Material edition window

Unity and Predict Matter materials are not necessarily linked together, they can have different definitions and use different shaders. If you define the Unity material using a non-Predict Matter shader (Unity Standard/HDRP shaders, custom shaders, shader graphs,...), you can define the Predict Matter material settings via the Material editor window (right click on the Material, "PredictSuite - Matter/Material Editor").


The material type is defined in the Definition field. See the dedicated sections for details on each material type.

Every time you focus or unfocus from the Material Editor window, the material will be saved. You can also save the material using the Ctrl+S shortcut. 


The Matter header contains two buttons :

In this scenario, there are two definitions of the material, one for Unity (defined in the usual "Inspector" : (1)) and one for Predict Engine (defined in the Predict Matter edition interface : (2)). If you change the material in Unity, the Predict Matter material won't be affected and vice versa.

In the example here against, the Unity material appears green but the Predict material is red.

(2) (1)

Materials that are defined within a geometry file (*.fbx, *.obj,...) cannot be edited in Unity but you can edit the Predict definition of these materials using the edition window.

Normal Maps

Normal maps are a special kind of texture that allow you to add surface detail such as bumps, grooves, and scratches to a model which catch the light as if they are represented by real geometry. Normal textures should contains values in [0,255]. In Predict Engine, they will be converted to vectors with coordinates in the range [-1,1].

All Predict Matter materials can have a normal map.


See the Unity documentation for more details on normal mapping.