Component:UnlitMaterial

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Component image 
Unlit Material component as seen in the Scene Inspector

The UnlitMaterial component is a material that can render meshes without lighting at full bright. Optionally can render each vertex like a square that faces the user or a direction. It can also optionally render differently depending on which eye it is viewed from. This is used in the left and right cat item, and for 3D photos.

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.
TintColor ColorX The color to multiply or tint by for the entire material.
Texture ITexture2D The texture to show on the mesh surface.
TextureScale Float2 The scale of Texture.
TextureOffset Float2 The offset of 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.
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.
UseVertexColors Bool Whether the vertex colors of a mesh should be used for rendering the color for this material.
VertexColorInterpolationSpace ColorProfile In what color space to interpolate colors between vertices.
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.
OffsetTexture ITexture2D The texture used to offset the positions of pixels.
OffsetMagnitude Float2 How much to amplify the offset effect.
OffsetTextureScale Float2 How much to scale the detail of the OffsetTexture
OffsetTextureOffset Float2 How much to offset the detail of the OffsetTexture
PolarUVmapping Bool Whether or not to map the texture to the surface in a circular pattern.
PolarPower Float The strength of the polar mapping.
StereoTextureTransform Bool Whether a texture on the surface should appear different in the right eye.
RightEyeTextureScale Float2 The override for texture in the right eye for scale.
RightEyeTextureOffset Float2 The override for texture in the right eye for offset.
DecodeAsNormalMap Bool Whether to decode the textures as a normal map.
UseBillboardGeometry Bool Whether to not render the surface, and instead render each vertex like a Particle with this material and texture.
UsePerBillboardScale Bool Whether scaling of vertex points should be used for Billboard geometry positioning.
UsePerBillboardRotation Bool Whether rotation of vertex points should be used for Billboard geometry positioning.
UsePerBillboardUV Bool Whether uv data of vertex points should be used for Billboard geometry positioning.
BillboardSize Float2 The base size for Billboard geometry.
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
_unlit Shader Internal.
_unlitBillboard Shader Internal.

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