Component:TextUnlitMaterial

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Component image 
Text Unlit Material component as seen in the Scene Inspector

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

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

See Also