Component:FresnelLerpMaterial

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Component image 
Fresnel Lerp Material component as seen in the Scene Inspector

The FresnelLerpMaterial component is a material that can be used to make a fresnel effect that can be lerped between two different preset frensel settings.

Far on this material is the geometry facing away from the camera and near is the geometry facing towards the camera.

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. 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.
Lerp Float The value to use to transition between the first and second texture and value sets in absence of LerpTexture.
LerpTexture ITexture2D The texture to use to blend linearly between the first and second texture and value sets.
LerpTextureScale Float2 The UV scale of the lerp texture.
LerpTextureOffset Float2 The UV offset of the lerp texture.
LerpTexturePolarUV Bool Whether to UV map the lerp texture using polar UVs.
LerpTexturePolarPower Float The polar UV power of the lerp texture UV when using polar UVs.
Exponent0 Float The sharpness of the fresnel effect for the first lerp value set.
Exponent1 Float The sharpness of the fresnel effect for the second lerp value set.
GammaCurve Float The gamma curve of the fresnel.
FarColor0 ColorX The far color tint for the first lerp set.
NearColor0 ColorX The near color tint for the first lerp set.
FarColor1 ColorX The Far color tint for the second lerp set.
NearColor1 ColorX The near color tint for the second lerp set.
FarTexture0 ITexture2D The Far texture for the first lerp texture set.
NearTexture0 ITexture2D The near texture for the first lerp texture set.
FarTexture1 ITexture2D The Far texture for the second lerp texture set.
NearTexture1 ITexture2D The near texture for the second lerp texture set.
NormalMap0 ITexture2D The normal map for the first lerp texture set.
NormalMap1 ITexture2D The normal map for the second lerp texture set.
BlendMode BlendMode How to blend this material's colors vs what it rendered on top of.
Sidedness Sidedness Render on both sides of the mesh, front, or back.
ZWrite ZWrite whether this material should respect the distance it is from the camera.
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

Usage

Attach to a slot and put into the materials of a renderer like a Component:SkinnedMeshRenderer or a Component:MeshRenderer with a mesh to view what the material looks like.

Examples

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See Also