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Component:Projection360Material

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Component image 
Projection360 Material component as seen in the Scene Inspector

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.
Texture ITexture2D The primary texture to use for the skybox when TextureLerp is at 0.
SecondaryTexture ITexture2D The secondary texture to use for the skybox when TextureLerp is at 1.
Cubemap Cubemap A cubemap override to use to make the skybox when TextureLerp is at 0.
SecondaryCubemap Cubemap A cubemap override to use to make the skybox when TextureLerp is at 1.
CubemapLOD Nullable`1<Float> which LOD to use of the Cubemap
TextureLerp Float How much to lerp between set 1 or 2 for this material.
Projection Mode How to handle projection of the skybox texture for this skybox.
FieldOfView Float2 What area of the texture to sample of the skybox in terms of FOV.
AngleOffset Float2 how much to shift the skybox sample area by in degrees.
PerspectiveFieldOfView Float2 What area of the texture to sample of the skybox in terms of perspective FOV.
PerspectiveAngleOffset Float2 how much to shift the skybox sample area by in perspective degrees.
Tint ColorX What color to multiply the skybox with.
Exposure Float How much exposure or brightness should be given to the sky.
Gamma Float the gamma effect.
TintTexture ITexture2D A texture to multiply the colors of the material by
TintTextureScale Float2 how much to scale up or down the uvs of the tint texture on the material
TintTextureOffset Float2 how much to shift the uvs of the tint texture on the material
TintTextureMode TintMode The Projection360+TintMode to use with this material.
Tint0 ColorX The Tint to use when TextureLerp is at 0.
Tint1 ColorX The Tint to use when TextureLerp is at 1.
OutsideMode Outside The Projection360+OutsideMode to use with this material.
OutsideColor ColorX The Color to use when viewing outside the skybox
TextureOffset Float2 How much to shift around the position of the different texture maps.
TextureScale Float2 How much to scale up or down the different texture maps.
StereoTextureTransform Bool Whether a texture on the surface should appear different in the right eye.
RightEyeTextureOffset Float2 The override for texture in the right eye for offset.
RightEyeTextureScale Float2 The override for texture in the right eye for scale.
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
BlendMode BlendMode How to blend this material's colors vs what it rendered on top of.
OffsetFactor Float How much this material should be pushed forwards or backwards on the depth buffer (negative is closer), adjusted for the polygon's slope relative to the camera's near and far planes. This can be used to sort overlapping geometry that would otherwise Z-fight.[1]
OffsetUnits Float How much this material should be pushed forwards or backwards on the depth buffer (negative is closer), in units equal to the smallest possible difference for the rendering device being used.[1]
MaxIntensity Nullable`1<Float> The max intensity of the brightness of the material
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.
OffsetTexture ITexture2D The texture used to offset the positions of pixels.
OffsetMask ITexture2D The mask to use for material offset effects before applying the actual offset effect.
OffsetTextureOffset Float2 How much to offset the detail of the OffsetTexture
OffsetTextureScale Float2 How much to scale the detail of the OffsetTexture
OffsetMagnitude Float2 How much to amplify the offset effect.
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

Mode

Values
Name Value Description
View 0
WorldspaceView 1
Normal 2
Perspective 3

OutsideMode

Values
Name Value Description
Clip 0
Color 1
Clamp 2

TintMode

Values
Name Value Description
Direct 0
Lerp 1

Usage

Examples

See Also