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 What color to tint the projected image.
Texture ITexture2D The texture to debug data for.
TextureScale Float2 How much to scale up or down the different texture maps.
TextureOffset Float2 How much to shift around the position of the different texture maps.
MaskTexture ITexture2D The mask texture to use.
MaskScale Float2 The UV scale of the mask texture.
MaskOffset Float2 The UV offset of the mask texture.
MaskMode MaskTextureMode How to apply the mask texture to the material.
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.
UseVertexColors Bool Whether the material should use vertex colors from the mesh.
VertexColorInterpolationSpace ColorProfile How to interpolate vertex colors on the mesh.
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 to use polar UV unwrapping.
PolarPower Float The power of the polar UV unwrapping.
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 Template:Material unlit
_unlitBillboard Shader Template:Material unlitBillboard

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