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Overlay Fresnel Material component as seen in the Scene Inspector
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The Overlay Fresnel Material functions similar to a Fresnel Material with the added attribute of displaying through objects.
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 of the fresnel |
BehindFarColor
|
ColorX | The far color tint when the material is behind things and being rendered on top. |
BehindNearColor
|
ColorX | The near color tint when the material is behind things and being rendered on top. |
FrontFarColor
|
ColorX | The far color tint when the material is within view. |
FrontNearColor
|
ColorX | The near color tint when the material is within view. |
BehindFarTexture
|
ITexture2D | The far texture when the material is behind things and being rendered on top. |
BehindNearTexture
|
ITexture2D | The near texture when the material is behind things and being rendered on top. |
FrontFarTexture
|
ITexture2D | The far texture when the material is within view. |
FrontNearTexture
|
ITexture2D | The near texture when the material is within view. |
BehindFarTextureScale
|
Float2 | The UV texture scale of BehindFarTexture .
|
BehindFarTextureOffset
|
Float2 | The UV texture offset of BehindFarTexture .
|
BehindNearTextureScale
|
Float2 | The UV texture scale of BehindNearTexture .
|
BehindNearTextureOffset
|
Float2 | The UV texture offset of BehindNearTexture .
|
FrontFarTextureScale
|
Float2 | The UV texture scale of FrontFarTexture .
|
FrontFarTextureOffset
|
Float2 | The UV texture offset of FrontFarTexture .
|
FrontNearTextureScale
|
Float2 | The UV texture scale of FrontNearTexture .
|
FrontNearTextureOffset
|
Float2 | The UV texture offset of FrontNearTexture .
|
NormalMap
|
ITexture2D | The lighting direction data for the material. |
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. |
RenderQueue
|
Int | changes at which point a material renders on the render stack |
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 |
PolarUVmapping
|
Bool | Whether to use Polar UV mapping. |
PolarPower
|
Float | The strength of the polar UV mapping. |
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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