Component image 
Unlit Distance Lerp Material component as seen in the Scene Inspector

The UnlitDistanceLerpMaterial component changes it's surface depending on how close the material's surface is to a given Point
.
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. |
LocalSpace
|
Bool | Whether to calculate Distance and Point in local space.
|
Point
|
Float3 | The point to measure from. |
Distance
|
Float | The distance where the transition from near to far starts. |
TransitionRange
|
Float | How much distance from near, far is. |
NearTexture
|
ITexture2D | The texture to show when this material is near to Point .
|
FarTexture
|
ITexture2D | The texture to show when this material is far from Point .
|
NearTextureScale
|
Float2 | The scale of the texture when near Point .
|
NearTextureOffset
|
Float2 | The offset of the texture when near Point .
|
FarTextureScale
|
Float2 | The scale of the texture when far from Point .
|
FarTextureOffset
|
Float2 | The offset of the texture when far from Point .
|
NearColor
|
ColorX | The color tint of the texture when near Point .
|
FarColor
|
ColorX | The color tint of the texture when far from Point .
|
UseVertexColors
|
Bool | Whether to use mesh vertex colors when rendering |
VertexColorInterpolationSpace
|
ColorProfile | How to blend between vertex colors. |
BlendMode
|
BlendMode | How to blend this material's colors vs what it rendered on top of. |
AlphaCutoff
|
Float | if a pixels alpha is below this value, don't render it at all, else render fully opaque. |
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. |
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 use the material Component in the list of materials on a Component:MeshRenderer or a Component:SkinnedMeshRenderer with a mesh to view what this material looks like.
Examples
This article or section is a Stub. You can help the Resonite Wiki by expanding it.