Material Settings
Material domains, blend modes, shading models, and common Unreal property bindings available in Settings.
Settings maps DreamShaderLang values to Unreal material settings. Keep values as strings
when they correspond to Unreal enum names.
Special Settings
| Setting | Example | Notes |
|---|---|---|
Domain | "UI" | Material domain. |
BlendMode | "Translucent" | Material blend mode. |
ShadingModel | "Unlit" | Material shading model. |
TwoSided | true | Common boolean material setting. |
Material Domain
Common values:
| Value | Use |
|---|---|
"Surface" | Regular surface materials. |
"UI" | User-interface materials. |
"PostProcess" | Post-process materials. |
Blend Mode
| Value | Use |
|---|---|
"Opaque" | Default opaque rendering. |
"Masked" | Alpha mask workflow. |
"Translucent" | Transparent rendering. |
"Additive" | Additive blending. |
Shading Model
| Value | Use |
|---|---|
"DefaultLit" | Standard lit surface. |
"Unlit" | UI, emissive, or effect materials. |
"Subsurface" | Subsurface workflows when supported by the project. |
Common Material Properties
Example:
Settings = {
Domain = "UI";
ShadingModel = "Unlit";
BlendMode = "Translucent";
TwoSided = true;
}Unsupported properties should be set in Unreal or added to the plugin when they need to be source-controlled.
Nested Settings
Some Unreal settings are grouped or version-specific. Prefer the documented simple names first; if a property is not supported, check diagnostics and plugin changelog before assuming it exists.
Material Function Settings
ShaderFunction supports a smaller settings surface than Shader. Use settings only for
function asset behavior that Unreal exposes for material functions.
Default Reset
Regeneration may reset generated settings to the source-defined values. Keep settings that
must survive regeneration in Settings, not as manual edits on the generated asset.