Component:UnlitDistanceLerpMaterial

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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

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 for geometry facing towards the camera.
FarTexture ITexture2D The texture for the geometry facing away from the camera.
NearTextureScale Float2 The UV scale of the near texture.
NearTextureOffset Float2 The UV offset of the near texture.
FarTextureScale Float2 The UV scale of the far texture.
FarTextureOffset Float2 The UV offset of the far texture.
NearColor ColorX The color tint of geometry facing towards the camera.
FarColor ColorX The color tint of geometry facing away from the camera.
UseVertexColors Bool Whether the material should use vertex colors from the mesh.
VertexColorInterpolationSpace ColorProfile How to interpolate vertex colors on the mesh.
BlendMode BlendMode How to blend this material's colors vs what it rendered on top of.
AlphaCutoff Float If BlendMode is set to cutout, discard rendering of pixels for the surface that fall below this alpha threshold.
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

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See Also