MaterialProcessor Class (Microsoft.Xna.Framework.Content.Pipeline.Processors)

Provides methods and properties for maintaining a collection of named texture references.
System.Object
   Microsoft.Xna.Framework.Content.Pipeline.ContentProcessor<TInput,TOutput>
      Microsoft.Xna.Framework.Content.Pipeline.Processors.MaterialProcessor

Namespace: Microsoft.Xna.Framework.Content.Pipeline.Processors
Assembly: MonoGame.Framework.Content.Pipeline (MonoGame.Framework.Content.Pipeline.dll 3.8.0.1082)
  • C#
  • VB
  • F#
[ContentProcessorAttribute(DisplayName = "Material - MonoGame")]
public class MaterialProcessor : ContentProcessor<TInput,TOutput>

Syntax for VB is not yet implemented.

Syntax for F# is not yet implemented.

The MaterialProcessor type exposes the following members.

  Platforms Name Description
MaterialProcessor Initializes a new instance of the MaterialProcessor class. 
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  Platforms Name Description
ColorKeyColor Gets or sets the color value to replace with transparent black. 
ColorKeyEnabled Specifies whether color keying of a texture is enabled. 
DefaultEffect The default effect type for this instance of MaterialProcessor. 
GenerateMipmaps Specifies if a full chain of mipmaps are generated from the source material. Existing mipmaps of the material are not replaced. 
PremultiplyTextureAlpha Specifies whether alpha premultiply of textures is enabled. 
ResizeTexturesToPowerOfTwo Specifies whether resizing of a material is enabled. Typically used to maximize compatability with a graphics card because many graphics cards do not support a material size that is not a power of two. If ResizeTexturesToPowerOfTwo is enabled, the material is resized to the next largest power of two. 
TextureFormat Specifies the texture format of output materials. Materials can either be left unchanged from the source asset, converted to a corresponding Color, or compressed using the appropriate DxtCompressed format. 
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  Platforms Name Description
BuildEffect Builds effect content. 
BuildTexture Builds texture content. 
CreateDefaultMaterial Helper method which returns the material for a default effect. 
GetDefaultEffect Helper method which returns the default effect for a material. 
Process Builds the texture and effect content for the material. (Overrides ContentProcessor<TInput,TOutput>.Process().)
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In addition to texture references, opaque data values are stored in the OpaqueData property of the base class.
Supported in:

    
 Windows DirectX Desktop
    
 Linux Desktop