/Godot 3.2


Inherits: Resource < Reference < Object

Inherited By: CanvasItemMaterial, ParticlesMaterial, ShaderMaterial, SpatialMaterial

Abstract base Resource for coloring and shading geometry.


Material is a base Resource used for coloring and shading geometry. All materials inherit from it and almost all VisualInstance derived nodes carry a Material. A few flags and parameters are shared between all material types and are configured here.


Material next_pass
int render_priority 0


  • RENDER_PRIORITY_MAX = 127 --- Maximum value for the render_priority parameter.
  • RENDER_PRIORITY_MIN = -128 --- Minimum value for the render_priority parameter.

Property Descriptions

Material next_pass

Setter set_next_pass(value)
Getter get_next_pass()

Sets the Material to be used for the next pass. This renders the object again using a different material.

Note: only applies to SpatialMaterials and ShaderMaterials with type "Spatial".

int render_priority

Default 0
Setter set_render_priority(value)
Getter get_render_priority()

Sets the render priority for transparent objects in 3D scenes. Higher priority objects will be sorted in front of lower priority objects.

Note: this only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority).

© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.