Component:DebugMaterial

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Component image 
Debug Material component as seen in the Scene Inspector

The DebugMaterial component is used to display mesh data in the form of a color map.

Fields

Fields
Name Type Description
persistent Bool Determines whether or not this item will be saved to the server.
UpdateOrder Int Controls the order in which this component is updated.
Enabled Bool Controls whether or not this component is enabled.
HighPriorityIntegration Bool If true, integrating this asset (e.g. processing procedural assets) gets higher priority than assets with this flag off. An example is user laser procedural meshes.
_shader Shader Internal.
Scale Float How much to scale the positions of the displayed color data pixels.
Offset Float3 How much to offset the positions of the displayed color data pixels.
Visualize MeshData What kind of data to visualize for the mesh.
Normalize Bool Enable keeping visualized mesh data within a 0-1 range for all color values.
RenderQueue Int changes at which point a material renders on the render stack

Usage

MeshData

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Values
Name Value Description
Position 0 Position of the mesh in world space.
Color 1 The vertex colors of the mesh
ColorAlpha 2 The alpha of the vertex colors of the mesh.
Normals 3 The polygon normal shading data of the mesh.
Tangents 4 the polygon tangent data of the mesh.
TangentDir 5 the polygon tangent direction data of the mesh.
Bitangents 6 the polygon Bi tangent data of the mesh.
UV0s 7 The first UV map data of the mesh
UV1s 8 The second UV map data of the mesh
UV2s 9 The third UV map data of the mesh
UV3s 10 The last UV map data of the mesh


Examples

See Also