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Fresnel Material component as seen in the Scene Inspector
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The FresnelLerpMaterial component is a material that can be used to make a fresnel effect.
Far on this material is the geometry facing away from the camera and near is the geometry facing towards the camera.
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. |
Exponent
|
Float | The sharpness of the fresnel effect. |
GammaCurve
|
Float | The gamma effect of the material. |
FarColor
|
ColorX | The color tint of geometry facing away from the camera. |
NearColor
|
ColorX | The color tint of geometry facing towards the camera. |
FarTexture
|
ITexture2D | The texture for the geometry facing away from the camera. |
NearTexture
|
ITexture2D | The texture for geometry facing towards the camera. |
FarTextureScale
|
Float2 | The UV scale of the far texture. |
FarTextureOffset
|
Float2 | The UV offset of the far texture. |
NearTextureScale
|
Float2 | The UV scale of the near texture. |
NearTextureOffset
|
Float2 | The UV offset of the near texture. |
NormalMap
|
ITexture2D | The normal map of the fresnel data, which is lighting direction data. |
NormalScale
|
Float | The amplification of the normal effect. |
UseVertexColors
|
Bool | Whether the material should use vertex colors from the mesh. |
VertexColorInterpolationSpace
|
ColorProfile | How to interpolate vertex colors on the mesh. |
BlendMode
|
BlendMode | How to blend this material's colors vs what it rendered on top of. |
AlphaCutoff
|
Float | Pixels with alpha below this value on the mask texture are just not rendered at all. |
MaskTexture
|
ITexture2D | The mask texture to use. |
MaskScale
|
Float2 | The UV scale of the mask texture. |
MaskOffset
|
Float2 | The UV offset of the mask texture. |
MaskMode
|
MaskTextureMode | How to apply the mask texture to the material. |
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. |
ZTest
|
ZTest | Determines whether this object should render when it is in front of or behind other objects that respect depth 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 |
PolarUVmapping
|
Bool | Whether to use polar UV unwrapping. |
PolarPower
|
Float | The power of the polar UV unwrapping. |
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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