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Component image
The Overlay Fresnel Material functions similar to a Fresnel Material with the added attribute of displaying through objects.
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. |
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 | |
Exponent
|
Float | |
GammaCurve
|
Float | |
BehindFarColor
|
ColorX | |
BehindNearColor
|
ColorX | |
FrontFarColor
|
ColorX | |
FrontNearColor
|
ColorX | |
BehindFarTexture
|
ITexture2D | |
BehindNearTexture
|
ITexture2D | |
FrontFarTexture
|
ITexture2D | |
FrontNearTexture
|
ITexture2D | |
BehindFarTextureScale
|
Float2 | |
BehindFarTextureOffset
|
Float2 | |
BehindNearTextureScale
|
Float2 | |
BehindNearTextureOffset
|
Float2 | |
FrontFarTextureScale
|
Float2 | |
FrontFarTextureOffset
|
Float2 | |
FrontNearTextureScale
|
Float2 | |
FrontNearTextureOffset
|
Float2 | |
NormalMap
|
ITexture2D | |
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. |
RenderQueue
|
Int | changes at which point a material renders on the render stack |
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 |
PolarUVmapping
|
Bool | |
PolarPower
|
Float |