Gessa Docs
Creator · Graphics

Guide

Materials

Gessa default materials are physically based. Use material presets for common looks, then adjust material fields when a specific surface needs more detail.
engine v1.0.234Copy for LLM

Presets

The v1 preset set covers:

  • Matte diffuse
  • Polished metal
  • Rough metal
  • Glass or translucent
  • Masked cutout
  • Emissive
  • Unlit

PBR Fields

Core PBR fields include base color, opacity, metallic, roughness, normal, occlusion, emissive, emissive intensity, and alpha mode.

Advanced physical fields include:

  • Clearcoat and clearcoat roughness
  • Clearcoat normal map
  • Sheen, sheen color, and sheen roughness
  • Transmission and transmission roughness
  • IOR
  • Attenuation color and distance
  • Anisotropy and anisotropy rotation

Materials can declare variants for quality tiers. Runtime selects the best variant for the effective quality policy and falls back to the base material when no variant exists.

Alpha Modes

  • OPAQUE is the default and writes depth.
  • MASK uses alphaCutoff and stays in the opaque pass.
  • BLEND is sorted back-to-front and does not write depth.

Prefer MASK for fences, leaves, and decals that do not need soft transparency. Use BLEND for glass, mist, and translucent VFX.

Texture Formats

KTX2/Basis is the canonical compressed runtime texture format. Upload and publish flows generate or require compressed variants for large renderable textures. Runtime selects compressed variants when the backend and device support them, and falls back to uncompressed variants otherwise.

Script Access

Scripts patch MaterialInstanceOverrideComponent with ctx.entity.patchComponent for per-instance changes. Full material authoring remains asset/component data so the renderer can select variants, apply budgets, and keep WebGL/WebGPU parity.

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