We can optionally add some polish to our Material by taking advantage of some of the other input pins on the Material definition node. 3D objects look unrealistic with flat single-color Materials applied, but we can add additional reflectiveness and depth by setting a value for the Materials' Metallic and Roughness inputs. To do so, follow these steps:
- Right-click in an empty grid space and type scalarpa into the search box. The node we are looking for is called ScalarParameter:
- Once you have a ScalarParameter node, select it and go to the Details panel. ScalarParameter takes a single float value (a number with decimal values). Set Default Value to 0.1, as we want any additional effects on our Material to be subtle.
- Change Parameter Name to Metallic, then click and drag the output pin from our Metallic node to the Metallic input pin of the Material definition node.
- Let's make an additional connection to the Roughness parameter, so right-click on the Metallic node we just created and select Duplicate. This generates a copy of that node without the wire connection.
- Select this duplicate Metallic node and then change the Parameter Name field in the Details panel to Roughness. Let's keep the same default value of 0.1 for this node.
- Click and drag the output pin from the Roughness node to the Roughness input pin of the Material definition node.
The final result of our Material should look like this:
We have now made a shiny red Material that ensures our targets stand out when they are hit. Click on the Save button in the top-left corner of the Editor to save the asset, and click on the tab labeled FirstPersonExampleMap again to return to your Level.