Component image File:FlatLitToonMaterialComponent.pngFlat Lit Toon Material component as seen in the Scene Inspector
The FlatLitToonMaterial is a material that used to be used before the xiexe toon material.
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. Some components stop their functionality when this field is disabled, but some don't. |
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. |
MainTexture
|
ITexture2D | The main color map of the material. |
ColorMask
|
ITexture2D | What colors behind the material should make it through the filter. |
EmissionMap
|
ITexture2D | The glow or emission color map. |
NormalMap
|
ITexture2D | The normal map is used as a way to change the appearance of a surface when shined on by lights, to give the illusion of a raised surface. |
MainTextureScale
|
Float2 | The UV scaling of the main texture. |
MainTextureOffset
|
Float2 | The UV offset of the main texture. |
ColorMaskScale
|
Float2 | The UV scaling of the color mask texture. |
ColorMaskOffset
|
Float2 | The UV offset of the color mask texture. |
EmissionMapScale
|
Float2 | The UV scaling of the emission texture. |
EmissionMapOffset
|
Float2 | The UV offset of the emission texture. |
NormalMapScale
|
Float2 | The UV scaling of the normal map texture. |
NormalMapOffset
|
Float2 | The UV offset of the normal texture. |
AlphaCutoff
|
Float | If BlendMode is set to cutout, discard rendering of pixels for the surface that fall below this alpha threshold.
|
Color
|
ColorX | The surface color texture of the material. |
EmissionColor
|
ColorX | The tint of the emission color. |
BlendMode
|
BlendMode | How to blend this material's colors vs what it rendered on top of. |
ZWrite
|
ZWrite | whether this material should respect the distance it is from the camera. |
Shadow
|
Float | The strength of shadow on the toon material. |
Outline
|
OutlineStyle | The outline style to use. |
OutlineWidth
|
Float | The thickness of the outline around the mesh. |
OutlineColor
|
ColorX | The color of the outline around the mesh. |
OutlineTint
|
Float | How much to tint the outline around the mesh. |
OffsetFactor
|
Float | how much this material should be pushed forwards or backwards on the depth buffer factor wise |
OffsetUnits
|
Float | how much this material should be pushed forwards or backwards on the depth buffer unit wise |
RenderQueue
|
Int | changes at which point a material renders on the render stack |
OutlineStyle
Name | Value | Description |
---|---|---|
None
|
0 | No outline. |
Tinted
|
1 | Outline that is tinted based on the mesh it is outlining around. |
Colored
|
2 | Outline is a solid color |
Usage
Obsolete.
Examples
Obsolete.