RightColor`

| Property | Description
| -------- | -----------
| Operator | A binary operator (eg add, multiply, etc)
| Left | The left color/scalar used in the operation
| Right | The right color/scalar used in the operation
## Float4 / Float
Provided directly as a constant value over the whole material.
In the case of RGB values, you control the RGBA value with the X, Y, Z and W values (*Float4*).

In the case of scalar values, you control the value with a slider (*Float*).

## Color
A value provided from a color hex value. This is only available for material maps that use RGB values.

## Shader
A value provided by a ComputeColor shader. This lets you use procedural values.
For an example of a ComputeColor shader, see the [Particle materials tutorial](../../particles/tutorials/particle-materials.md).
## Texture
Sample the color/scalar from a [texture](../textures/index.md).
For example, the images below demonstrate how the texture changes the way Stride blends materials.



| Property | Description
| ------------------ | ---------------
| Texture | A reference to a texture
| Channel | The channel (R, G, B, A) used to extract the scalar value. Only valid for scalar textures
| Texcoord Index | The texture coordinates (u,v) to use from the mesh with this texture
| Filtering | The sampling method (eg Linear, Point, Anisotropic, etc)
| Address Mode U / V |
Defines how (u,v) coordinates are addressed
**Wrap**: Tiles (u,v) at integer junctions. For example, if u ranges from 0.0 to 3.0, the texture repeats three times on the U axis
**Mirror**: Flips (u,v) at integer junctions. For example, if u ranges from 0.0 to 1.0, the texture is displayed as expected; but from 1.0 to 2.0, the texture is mirrored
**Clamp**: Clamps (u,v) to the range (0.0, 1.0)
| Scale | A scale applied to (u,v)
| Offset | An offset applied to (u,v)
## See also
- [Material attributes](material-attributes.md)
- [Material layers](material-layers.md)
* [Material slots](material-slots.md)
* [Materials for developers](materials-for-developers.md)