Component:PixelateMaterial
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Component image 
Pixelate Material component as seen in the Scene Inspector

The Pixelate Material component point filters the colors behind it using a spaced out grid of points. It then uses the colors to make a new pixel grid which makes up the pixelated effect it generates.
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. |
Rect
|
Rect | See RectClip on Materials. |
RectClip
|
Bool | Toggles if the material should use Rect
|
ColorMask
|
ColorMask | What colors behind the material should make it through the filter. |
StencilComparison
|
StencilComparison | See Type:StencilComparison for an in depth explanation on what this does. |
StencilOperation
|
StencilOperation | See Type:StencilOperation for an in depth explanation on what this does. |
StencilID
|
Byte | The Stencil ID of this material. This is sometimes written to the frame buffer's Stencil mask, or used to determine whether this material should render for a particular pixel. |
StencilWriteMask
|
Byte | does a Bitwise AND with this number for every pixel in the frame buffer this is rendering on top of when this object is drawn, after reading from the buffer. |
StencilReadMask
|
Byte | is bitwise ANDed with the Stencil in the frame buffer before the test compares them. |
RenderQueue
|
Int | changes at which point a material renders on the render stack |
PerObject
|
Bool | Whether to do the effect per object rather than to the entire image grab pass done by the shader by default. |
Resolution
|
Float2 | The resolution of the pixel effect. |
ResolutionMagnitudeTexture
|
ITexture2D | The texture to determine the resolution of certain areas of the surface. |
ResolutionTextureScale
|
Float2 | How big to scale the ResolutionMagnitudeTexture along the surface.
|
ResolutionTextureOffset
|
Float2 | How much to offset the ResolutionMagnitudeTexture along the surface.
|
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. |
ZTest
|
ZTest | Determines whether this object should render when it is in front of or behind other objects that respect depth from the camera |
_global
|
Shader | Template:Material global |
_perObject
|
Shader | Template:Material perObject |
Usage
Attach to a slot and then insert into a SkinnedMeshRenderer or MeshRenderer with a mesh to view it.
Examples
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