Component:FresnelMaterial

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Component image 
Fresnel Material component as seen in the Scene Inspector

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

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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See Also