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Overlay Unlit Material component as seen in the Scene Inspector
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The OverlayUnlitMaterial component is a material that is similar to a Component:UnlitMaterial except it renders differently when in front or behind an object.
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. |
BehindTintColor
|
ColorX | The color tint when the material is behind an object. |
FrontTintColor
|
ColorX | The color tint when the material is in front of an object. |
BehindTexture
|
ITexture2D | The texture to use when the material is behind an object. |
BehindTextureScale
|
Float2 | The UV scale of BehindTexture .
|
BehindTextureOffset
|
Float2 | The UV offset of BehindTexture .
|
FrontTexture
|
ITexture2D | The texture to use when the material is in front of an object. |
FrontTextureScale
|
Float2 | The UV scale of FrontTexture .
|
FrontTextureOffset
|
Float2 | The UV offset of FrontTexture .
|
BlendMode
|
BlendMode | How to blend this material's colors vs what it rendered on top of. |
AlphaCutoff
|
Float | Pixels with less alpha than this are not rendered at all. |
UseVertexColors
|
Bool | Whether to use the vertex colors from a mesh. |
VertexColorInterpolationSpace
|
ColorProfile | How to interpolate the color between vertices. |
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. |
PolarUVmapping
|
Bool | Whether to use polar UV mapping. |
PolarPower
|
Float | How much power should the polar UV mapping have? |
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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