Material shading modes. Defines how material inputs and properties are combined to result the final surface color.
[Unmanaged] public enum MaterialShadingModel : byte
The foliage material. Intended for foliage materials like leaves and grass that need light scattering to transport simulation through the thin object.
The default lit material. The most common choice for the material surfaces.
The subsurface material. Intended for materials like vax or skin that need light scattering to transport simulation through the object.
The unlit material. Emissive channel is used as an output color. Can perform custom lighting operations or just glow. Won't be affected by the lighting pipeline.