# KX_BlenderMaterial(PyObjectPlus)

base class — `PyObjectPlus`

class `bge.types.``KX_BlenderMaterial`(PyObjectPlus)

  This is the interface to materials in the game engine.

  Materials define the render state to be applied to mesh objects.

  The example below shows a simple GLSL shader setup allowing to dynamically mix two texture channels in a material. All materials of the object executing this script should have two textures using separate UV maps in the two first texture channels.

  The code works for both Multitexture and GLSL rendering modes.

      from bge import logic

      vertex_shader = """

      void main(void)
      {
         // simple projection of the vertex position to view space
         gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
         // coordinate of the 1st texture channel
         gl_TexCoord[0] = gl_MultiTexCoord0;
         // coordinate of the 2nd texture channel
         gl_TexCoord[1] = gl_MultiTexCoord1;
      }
      """

      fragment_shader ="""

      uniform sampler2D texture_0;
      uniform sampler2D texture_1;
      uniform float factor;

      void main(void)
      {
         vec4 color_0 = texture2D(texture_0, gl_TexCoord[0].st);
         vec4 color_1 = texture2D(texture_1, gl_TexCoord[1].st);
         gl_FragColor = mix(color_0, color_1, factor);
      }
      """

      object = logic.getCurrentController().owner

      for mesh in object.meshes:
          for material in mesh.materials:
              shader = material.getShader()
              if shader is not None:
                  if not shader.isValid():
                      shader.setSource(vertex_shader, fragment_shader, True)

                  # get the first texture channel of the material
                  shader.setSampler('texture_0', 0)
                  # get the second texture channel of the material
                  shader.setSampler('texture_1', 1)
                  # pass another uniform to the shader
                  shader.setUniform1f('factor', 0.3)

  `shader`

    The material’s shader.

    Type: | `BL_Shader`

  `blending`

    Ints used for pixel blending, (src, dst), matching the setBlending method.

    Type: | (integer, integer)

  `material_index`

    The material’s index.

    Type: | integer

  `getShader`()

    Returns the material’s shader.

    Returns: | the material’s shader
    Return type: | `BL_Shader`

  `alpha`

    The material’s alpha transparency.

    Type: | float between 0.0 and 1.0 inclusive

  `hardness`

    How hard (sharp) the material’s specular reflection is.

    Type: | integer between 1 and 511 inclusive

  `emit`

    Amount of light to emit.

    Type: | float between 0.0 and 2.0 inclusive

  `specularIntensity`

    How intense (bright) the material’s specular reflection is.

    Type: | float between 0.0 and 1.0 inclusive

  `diffuseIntensity`

    The material’s amount of diffuse reflection.

    Type: | float between 0.0 and 1.0 inclusive

  `specularColor`

    The material’s specular color.

    Type: | `mathutils.Color`

  `diffuseColor`

    The material’s diffuse color.

    Type: | `mathutils.Color`

  `setBlending`(src, dest)

    Set the pixel color arithmetic functions.

    Parameters: | src (int) – Specifies how the red, green, blue, and alpha source blending factors are computed, one of... `GL_ZERO` `GL_ONE` `GL_SRC_COLOR` `GL_ONE_MINUS_SRC_COLOR` `GL_DST_COLOR` `GL_ONE_MINUS_DST_COLOR` `GL_SRC_ALPHA` `GL_ONE_MINUS_SRC_ALPHA` `GL_DST_ALPHA` `GL_ONE_MINUS_DST_ALPHA` `GL_SRC_ALPHA_SATURATE` dest (int) – Specifies how the red, green, blue, and alpha destination blending factors are computed, one of... `GL_ZERO` `GL_ONE` `GL_SRC_COLOR` `GL_ONE_MINUS_SRC_COLOR` `GL_DST_COLOR` `GL_ONE_MINUS_DST_COLOR` `GL_SRC_ALPHA` `GL_ONE_MINUS_SRC_ALPHA` `GL_DST_ALPHA` `GL_ONE_MINUS_DST_ALPHA` `GL_SRC_ALPHA_SATURATE`

  `getMaterialIndex`()

    Returns the material’s index.

    Returns: | the material’s index
    Return type: | integer