Creates a Mesh Lambert Material, which can be extended with GL nodes.


## Description

This node can create children, which will be GL nodes. The GLSL code generated by the nodes will extend the Material.


## Parameters

<table>
<thead>
	<tr>
		<th>Name</th>
		<th>Type</th>
		<th>Description</th>
	</tr>
</thead>
<tr>
	<td>transparent</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>sets the material to transparent</td>
</tr>
<tr>
	<td>opacity</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>sets the material opacity</td>
</tr>
<tr>
	<td>alphaTest</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>sets the min alpha below which the material is invisible</td>
</tr>
<tr>
	<td>useMap</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>toggle on to use a map affecting color</td>
</tr>
<tr>
	<td>map</td>
	<td><div class='bg-indigo-800 px-2 py-px text-white rounded-sm'>node_path</div></td>
	<td>texture map affecting color</td>
</tr>
<tr>
	<td>useAlphaMap</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>toggle if you want to use an alpha map</td>
</tr>
<tr>
	<td>alphaMap</td>
	<td><div class='bg-indigo-800 px-2 py-px text-white rounded-sm'>node_path</div></td>
	<td>specify the alpha map COP node</td>
</tr>
<tr>
	<td>useAOMap</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>toggle if you want to use an ambient occlusion map</td>
</tr>
<tr>
	<td>aoMap</td>
	<td><div class='bg-indigo-800 px-2 py-px text-white rounded-sm'>node_path</div></td>
	<td>specify the AO map COP node</td>
</tr>
<tr>
	<td>aoMapIntensity</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>ambient occlusion intensity</td>
</tr>
<tr>
	<td>emissive</td>
	<td><div class='bg-lime-800 px-2 py-px text-white rounded-sm'>color</div></td>
	<td>emissive color</td>
</tr>
<tr>
	<td>useEmissiveMap</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>toggle if you want to use a emissive map</td>
</tr>
<tr>
	<td>emissiveMap</td>
	<td><div class='bg-indigo-800 px-2 py-px text-white rounded-sm'>node_path</div></td>
	<td>specify the emissive map COP node</td>
</tr>
<tr>
	<td>emissiveIntensity</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>emissive intensity</td>
</tr>
<tr>
	<td>useEnvMap</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>toggle if you want to use an environment map</td>
</tr>
<tr>
	<td>envMap</td>
	<td><div class='bg-indigo-800 px-2 py-px text-white rounded-sm'>node_path</div></td>
	<td>specify the environment map COP node. Note that this only works with CubeCamera</td>
</tr>
<tr>
	<td>combine</td>
	<td><div class='bg-orange-800 px-2 py-px text-white rounded-sm'>integer</div></td>
	<td>defines how the env map is combined with the color</td>
</tr>
<tr>
	<td>reflectivity</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>environment intensity</td>
</tr>
<tr>
	<td>refractionRatio</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>refraction ratio</td>
</tr>
<tr>
	<td>useLightMap</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>toggle if you want to use a light map</td>
</tr>
<tr>
	<td>lightMap</td>
	<td><div class='bg-indigo-800 px-2 py-px text-white rounded-sm'>node_path</div></td>
	<td>specify the light map COP node</td>
</tr>
<tr>
	<td>lightMapIntensity</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>light. When set to 0, reflections from environment maps will be very sharp, or blurred when 1. Any value between 0 and 1 can help modulate this.</td>
</tr>
<tr>
	<td>setBuilderNode</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>if toggled on, the shader will be built from the gl nodes of another material. This can be useful to have multiple materials use the same gl network, but still set the uniforms differently</td>
</tr>
<tr>
	<td>builderNode</td>
	<td><div class='bg-indigo-800 px-2 py-px text-white rounded-sm'>node_path</div></td>
	<td>builder node</td>
</tr>
<tr>
	<td>doubleSided</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>defines if the material is double sided or not</td>
</tr>
<tr>
	<td>front</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>if the material is not double sided, it can be front sided, or back sided</td>
</tr>
<tr>
	<td>overrideShadowSide</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>override the default shadowSide behavior</td>
</tr>
<tr>
	<td>shadowDoubleSided</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>defines which side(s) are used when rendering shadows</td>
</tr>
<tr>
	<td>shadowFront</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>if the material is not double sided, it can be front sided, or back sided, when computing shadows</td>
</tr>
<tr>
	<td>colorWrite</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>defines if the objects using this material will be rendered in the color buffer. Setting it to false can have those objects occlude the ones behind</td>
</tr>
<tr>
	<td>depthWrite</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>defines if the objects using this material will be rendered in the depth buffer. This can often help transparent objects</td>
</tr>
<tr>
	<td>depthTest</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>toggle depth test</td>
</tr>
<tr>
	<td>premultipliedAlpha</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>premultipliedAlpha</td>
</tr>
<tr>
	<td>blending</td>
	<td><div class='bg-orange-800 px-2 py-px text-white rounded-sm'>integer</div></td>
	<td>blending</td>
</tr>
<tr>
	<td>dithering</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>dithering, which can be useful when using postprocessing and banding appears on some objects</td>
</tr>
<tr>
	<td>polygonOffset</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>activate polygon offset</td>
</tr>
<tr>
	<td>wireframe</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>toggle on to set material to wireframe</td>
</tr>
<tr>
	<td>wireframeLinewidth</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>wireframe line width</td>
</tr>
<tr>
	<td>useFog</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>toggle on if you have a fog in the scene and the material should be affected by it</td>
</tr>
<tr>
	<td>shadowPCSS</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>if on, the material will blur shadows cast on this object. Note that you should adjust the near parameter of the light shadow to get the result visible</td>
</tr>
<tr>
	<td>shadowPCSSFilterSize</td>
	<td><div class='bg-yellow-800 px-2 py-px text-white rounded-sm'>float</div></td>
	<td>shadowPCSSFilterSize PCSS Shadow filter size</td>
</tr>
<tr>
	<td>overrideCustomMaterials</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>toggle on to choose which customMaterials will be generated</td>
</tr>
<tr>
	<td>createCustomMatDistance</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>distance material used for shadows from points lights</td>
</tr>
<tr>
	<td>createCustomMatDepth</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>depth material used for shadows from spot lights and directional lights</td>
</tr>
<tr>
	<td>createCustomMatDepthDOF</td>
	<td><div class='bg-emerald-800 px-2 py-px text-white rounded-sm'>boolean</div></td>
	<td>depth DOF</td>
</tr>
</table>