Component:StaticCubemap

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Component image 
Static Cubemap component as seen in the Scene Inspector

The StaticCubemap is a component that is used to store data for a 6 sided texture for use with skyboxes.

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.
URL Uri The Asset URI that references the raw texture data
FilterMode Nullable`1<TextureFilterMode> How to handle the interpolation between pixels.
AnisotropicLevel Nullable`1<Int> The levels of Anisotropic filtering distances when using Anisotropic for FilterMode
Uncompressed Bool Do not use texture compression
DirectLoad Bool Whether to load the cubemap directly from it's URI source and to not cache it locally.
ForceExactVariant Bool Only allow one variant of the texture to exist, part of Asset Variant System.
PreferredFormat Nullable`1<TextureCompression> The format to use for texture compression rather than the auto picked one
PreferredProfile Nullable`1<ColorProfile> The color profile to use rather than the auto picked one. (usually linear)
MipMapBias Float Whether to see lower resolution versions of the texture closer up or not (MipMaps).
MaxSize Nullable`1<Int> The maxiumum size to show to the user, which scaled versions are generated by the cloud on the fly from the original and sent as part of the Asset Variant System

Sync Delegates

Triggers
Method Name Method type and Arguments. Is the method hidden? Description
InvertRGB:Func`1<Task`1<Bool>> Func`1<Task`1<Bool>> X Inverts the colors of the cubemap.
InvertR:Func`1<Task`1<Bool>> Func`1<Task`1<Bool>> X Inverts the red channel of the cubemap.
InvertG:Func`1<Task`1<Bool>> Func`1<Task`1<Bool>> X Inverts the green channel of the cubemap.
InvertB:Func`1<Task`1<Bool>> Func`1<Task`1<Bool>> X Inverts the blue channel of the cubemap.
InvertA:Func`1<Task`1<Bool>> Func`1<Task`1<Bool>> X Inverts the alpha channel of the cubemap.
ColorToAlpha:Func`2<ColorX, Task`1<Bool>> Func`2<ColorX, Task`1<Bool>> X Turns the color data of the cubemap into transparency/alpha data.
AlphaFromIntensity:Func`1<Task`1<Bool>> Func`1<Task`1<Bool>> X Makes alpha/transparency data depending on the color intensity of the cubemap.
AlphaToMask:Func`1<Task`1<Bool>> Func`1<Task`1<Bool>> X Turns the alpha of the cubemap into a black and white cubemap.
RemoveAlpha:Func`1<Task`1<Bool>> Func`1<Task`1<Bool>> X Removes the alpha data completely from the cubemap or makes it white.
GrayscaleAverage:Func`1<Task`1<Bool>> Func`1<Task`1<Bool>> X Make grayscale cubemap based on the average values for the colors per pixel.
GrayscaleLuminance:Func`1<Task`1<Bool>> Func`1<Task`1<Bool>> X Make grayscale cubemap based on the color luminance per pixel.
SwapRG:Func`1<Task`1<Bool>> Func`1<Task`1<Bool>> X Swaps the red and green channels on the cubemap
SwapRB:Func`1<Task`1<Bool>> Func`1<Task`1<Bool>> X Swaps the red and blue channels on the cubemap
SwapRA:Func`1<Task`1<Bool>> Func`1<Task`1<Bool>> X Swaps the red and alpha channels on the cubemap
SwapGB:Func`1<Task`1<Bool>> Func`1<Task`1<Bool>> X Swaps the green and blue channels on the cubemap
SwapGA:Func`1<Task`1<Bool>> Func`1<Task`1<Bool>> X Swaps the green and alpha channels on the cubemap
SwapBA:Func`1<Task`1<Bool>> Func`1<Task`1<Bool>> X Swaps the blue and alpha channels on the cubemap
AddBackground:Func`2<ColorX, Task`1<Bool>> Func`2<ColorX, Task`1<Bool>> X adds a background of a color to a transparent cubemap.
AdjustGamma:Func`2<Float, Task`1<Bool>> Func`2<Float, Task`1<Bool>> X Adjusts the gamma of the cubemap.
AdjustAlphaGamma:Func`2<Float, Task`1<Bool>> Func`2<Float, Task`1<Bool>> X Adjusts the gamma of the alpha channel of the cubemap.
ShiftHue:Func`2<Float, Task`1<Bool>> Func`2<Float, Task`1<Bool>> X Shifts the hue of HSV of the cubemap.
SetHue:Func`2<Float, Task`1<Bool>> Func`2<Float, Task`1<Bool>> X Sets the Hue of HSV of the cubemap.
SetSaturation:Func`2<Float, Task`1<Bool>> Func`2<Float, Task`1<Bool>> X Sets the saturation of HSV of the cubemap.
OffsetSaturation:Func`2<Float, Task`1<Bool>> Func`2<Float, Task`1<Bool>> X Adds to the saturation of HSV of the cubemap.
MulSaturation:Func`2<Float, Task`1<Bool>> Func`2<Float, Task`1<Bool>> X Multiplies the saturation of HSV of the cubemap.
SetValue:Func`2<Float, Task`1<Bool>> Func`2<Float, Task`1<Bool>> X Sets the value of HSV of the cubemap.
MulValue:Func`2<Float, Task`1<Bool>> Func`2<Float, Task`1<Bool>> X Multiplies the value of HSV of the cubemap.
OffsetValue:Func`2<Float, Task`1<Bool>> Func`2<Float, Task`1<Bool>> X Adds to the value of HSV of the cubemap.
OffsetAlpha:Func`2<Float, Task`1<Bool>> Func`2<Float, Task`1<Bool>> X Adds to the alpha of the cubemap.
Normalize:Func`4<Bool, Bool, Bool, Task`1<Bool>> Func`4<Bool, Bool, Bool, Task`1<Bool>> X Normalizes the colors of the cubemap, making it have a bigger color range usage.

Usage

Attach to a slot and insert into a Component:Projection360Material to view what it would look like as a skybox.

Examples

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