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Text Unlit Material component as seen in the Scene Inspector
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The TextUnlitMaterial component is a material used to render text glyphs. It does so via meshes that automatically generates UV maps that map to each character on a font map. Such as Component:Text and Component:TextRenderer.
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. |
FontAtlas
|
ITexture2D | The font to render. |
TintColor
|
ColorX | The color of the text |
OutlineColor
|
ColorX | The color of the text outline |
BackgroundColor
|
ColorX | The color of behind each text glyph |
AutoBackgroundColor
|
Bool | Whether to automatically generate the background text color. |
GlyphRenderMethod
|
GlyphRenderMethod | How to render each glyph or text character. |
PixelRange
|
Float | Sets the distance field range in output pixels. |
FaceDilate
|
Float | How fat to make the letters like bolding them. |
OutlineThickness
|
Float | The thickness of the outline on text for colored outlines. |
FaceSoftness
|
Float | How much blurring to do on the edges of the text. |
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. |
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 |
Usage
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Examples
Used in rendering Component:TextRenderer and Component:Text