Component:UI UnlitMaterial

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

The UI_UnlitMaterial component is used to show UIX. This material works best when rendered on a base, which the sample UIX made through the dev create new menu has by default.

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.
Rect Rect See RectClip on Materials.
RectClip Bool Toggles if the material should use Rect
ColorMask ColorMask What colors behind the material should make it through the filter.
StencilComparison StencilComparison See Type:StencilComparison for an in depth explanation on what this does.
StencilOperation StencilOperation See Type:StencilOperation for an in depth explanation on what this does.
StencilID Byte The Stencil ID of this material. This is sometimes written to the frame buffer's Stencil mask, or used to determine whether this material should render for a particular pixel.
StencilWriteMask Byte does a Bitwise AND with this number for every pixel in the frame buffer this is rendering on top of when this object is drawn, after reading from the buffer.
StencilReadMask Byte is bitwise ANDed with the Stencil in the frame buffer before the test compares them.
RenderQueue Int changes at which point a material renders on the render stack
_shader Shader Internal.
Texture ITexture2D The texture to show on the mesh surface.
TextureScale Float2 The scale of Texture
TextureOffset Float2 The offset of Texture
Tint ColorX The color to multiply or tint by for the entire material.
Overlay Bool Whether this material should render on top of everything.
OverlayTint ColorX What the tint should be when it overlays on top of other things rather than being behind.
AlphaCutoff Float at what point that a an alpha value in a pixel in Texture below this value will be cut off and not rendered at all.
AlphaClip Bool Whether to use AlphaCutoff.
TextureMode UnlitTextureMode How to use Texture.
MaskTexture ITexture2D How to mask the Unlit Material. Is also used for alpha cutoff.
MaskScale Float2 How to scale the mask texture.
MaskOffset Float2 How to offset the mask texture.
MaskMode MaskTextureMode How the mask should be used.
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

Usage

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Examples

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See Also