material_2d

2D: how a sprite, tilemap or backdrop_2d answers 2D light, and its effects. mode "unlit", "lit" (painted art) or "lit_pixel" (pixel art: stepped light on the art's own pixels). normal: "" uses .normal.png if present, "auto" makes one from the art, "flat", or a file. emissive: "" uses .emissive.png if present, "auto" (brightest warm pixels: flames, windows), "none", or a file; glowing parts bloom. Effects: flash, dissolve, heat (scripts: self.flash(), self.dissolve(), self.heat()).

In scene text

material_2d { mode "…"  normal "…"  normal_strength 1 }

Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.

Fields 22

FieldTypeUnit / rangeWhat it does
modetext—lit
normaltext—
normal_strengthnumber0 … 8How strongly the normal map tilts the light.
bevelnumberpx, 0 … 128Auto normals: how wide the rounded edge is (image pixels).
reliefnumber0 … 4Auto normals: how much the art's own shading reads as relief.
emissivetext—
emissive_colorcolour (r, g, b)—Multiplies the glow's colour.
emissive_intensitynumber0 … 64How bright the glow is (0: none).
emissive_thresholdnumber0 … 1Auto glow: how bright a pixel must be to glow.
bloomnumber0 … 16How much of its glow blooms into a halo.
specularnumber0 … 4Shine (0 matte ... 1 wet; shows with a normal map).
shininessnumber1 … 512Highlight size: 4 broad ... 128 a pin point.
bandsnumber0 … 32lit_pixel: how many steps the light falls into (0: 4).
light_masknumber1 … 65535Light layers it receives (bit mask).
receive_shadowstrue / false—Darkened by shadows from occluders.
flashnumber0 … 1Effect: flash toward flash_color (a hit).
flash_colorcolour (r, g, b)—Flash colour.
dissolvenumber0 … 1Effect: burned away (0 whole ... 1 gone), edge glowing dissolve_color.
dissolve_colorcolour (r, g, b)—The burning edge's colour.
dissolve_widthnumber0 … 1How wide the burning edge is.
heatnumberunits, 0 … 200Effect: heat haze (world units of shimmer); the object bends what's behind it instead of drawing itself.
heat_speednumber0 … 20How fast the haze shimmers.
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