Skyline Materials enable to to take full advantage over what is rendered on screen as well as performance optimizing any material already available.
Skyline uses many base materials to achieve the rendering results we need in today’s standard of games.
We give you the ability to add or change base materials to your hearts content to achieve the quality result your after for your game.

Your game could be cell shaded or AAA, skyline gives you the power to build, test and rapidly develop materials without closing the editor down.

The current Base Materials are as follows (names may differ from actual material names):

Base Materials

Base No Alpha: Base material with diffuse, normals, specular maps and controls for normal strength, diffuse tinting, brightness, specular amounts and exponents
Base With Alpha Reject: Base material with diffuse, normals, specular maps and controls for normal strength, diffuse tinting, brightness, specular amounts and exponents aswell as using Alpha reject. This is an on/off alpha that is the fastest method.
Base With Alpha Smooth: Base material with diffuse, normals, specular maps and controls for normal strength, diffuse tinting, brightness, specular amounts and exponents aswell as using Alpha Smooth. This is a gradiented alpha to smoothly blend from no alpha to no alpha. useful for roads etc..

Base Vegetation Materials

Vegetation_Trunk:This is used in the Terrain vegetation system for trunks, this is a less costly method of rendering than the leaves. You can use Diffuse, Normal, Specular and many controls.This also contains the fading required to blend smoothly between Geometry models and impostors.

Vegetation_Leaves: This is used in the Terrain vegetation system for leaves, eventually this shader will contain sub surface scattering to give plants a high quality. You can use Diffuse, Normal, Specular and many controls.This also contains the fading required to blend smoothly between Geometry models and impostors.
Vegetation_Grass: This is used in the Terrain vegetation system for grass, it is a cheap method material with only a diffuse and shadow receiving abilities.,
Vegetation_Impostor: This is used in the Terrain vegetation system for impostors, these are single planes that exist after the geometry batch of the vegetation  models. This material allows you to control the impostors to match the scene. This also contains the fading required to blend smoothly between Geometry models and impostors.

Base materials are constantly updated to improve performance, or new ones will be created to enhance more visuals.

Skyline bases all rendering around these few materials to make it easier to update shaders and materials.

You can easily control materials you have created by using Skylines inbuilt material editor, that offers all the controls you will need to tweak your material and get the best quality on your asset required.
It is an easy to use and intuitive workflow with many hours saved using this method.

Shaders

Using Skyline shaders you can create any shader for Shader Model 2&3 in DX9 and Shader Model 4&5 in DX11.
Skyline is rapid prototype enabled, Write your shader code in CG, HLSL,GLSL press the refresh resources button and see the results in the editor on your asset.

The following shows the result of the basic shader:

The next image show the model before and after the basic shader:

With skylines Material and shader system packaged together with rapid development means you can use skyline to create shaders for other applications as skyline uses industry standard shaders.