(Redirected from UnlitDistanceLerpMaterial (Component))
Component image 
Unlit Distance Lerp Material component as seen in the Scene Inspector

The UnlitDistanceLerpMaterial component changes it's surface depending on how close the material's surface is to a given Point
.
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. |
LocalSpace
|
Bool | Whether to calculate Distance and Point in local space.
|
Point
|
Float3 | The point to measure from. |
Distance
|
Float | The distance where the transition from near to far starts. |
TransitionRange
|
Float | How much distance from near, far is. |
NearTexture
|
ITexture2D | The texture to show when this material is near to Point .
|
FarTexture
|
ITexture2D | The texture to show when this material is far from Point .
|
NearTextureScale
|
Float2 | The scale of the texture when near Point .
|
NearTextureOffset
|
Float2 | The offset of the texture when near Point .
|
FarTextureScale
|
Float2 | The scale of the texture when far from Point .
|
FarTextureOffset
|
Float2 | The offset of the texture when far from Point .
|
NearColor
|
ColorX | The color tint of the texture when near Point .
|
FarColor
|
ColorX | The color tint of the texture when far from Point .
|
UseVertexColors
|
Bool | Whether to use mesh vertex colors when rendering |
VertexColorInterpolationSpace
|
ColorProfile | How to blend between vertex colors. |
BlendMode
|
BlendMode | How to blend this material's colors vs what it rendered on top of. |
AlphaCutoff
|
Float | if a pixels alpha is below this value, don't render it at all, else render fully opaque. |
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. |
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 |
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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