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Component image 
Xiexe Toon Material component as seen in the Scene Inspector

The XiexeToonMaterial component was originally made to be a toon material Component, but is widely considered a robust material. It can recreate most effects of the poiyomi toon material when combined with drives, material stacking, and manual packing of texture channels to make the textures compatible.
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. |
MainTexture
|
ITexture2D | The main albedo texture. |
Color
|
ColorX | The Albedo tint. |
UseVertexColors
|
Bool | Whether the material should use the vertex colors of the mesh it is rendering on. |
VertexColorInterpolationSpace
|
ColorProfile | How to interpolate vertex colors. |
BlendMode
|
BlendMode | How to blend this material's colors vs what it rendered on top of. |
ZWrite
|
ZWrite | whether this material should respect the distance it is from the camera. |
AlphaClip
|
Float | Alpha colors below this value will not be rendered if alpha clip is turned on. |
MainTextureScale
|
Float2 | The UV scale of MainTexture .
|
MainTextureOffset
|
Float2 | The UV offset of MainTexture .
|
Saturation
|
Float | The saturation multiplier of MainTexture .
|
NormalMap
|
ITexture2D | The normal map (lighting modification data) of the material. |
NormalMapScale
|
Float2 | The UV scale of NormalMap .
|
NormalMapOffset
|
Float2 | The UV offset of NormalMap .
|
NormalScale
|
Float | How much to amplify the effect of NormalMap .
|
Metallic
|
Float | The metallicness of the material in the absence of MetallicGlossMap .
|
Glossiness
|
Float | The glossiness of the material in the absence of MetallicGlossMap .
|
Reflectivity
|
Float | The reflectivity of the material in the absence of MetallicGlossMap .
|
MetallicGlossMap
|
ITexture2D | A packed channel texture for Metallic, glossyness, and reflectivity. |
MetallicGlossMapScale
|
Float2 | The UV scaling of the MetallicGlossMap .
|
MetallicGlossMapOffset
|
Float2 | The UV offset of the MetallicGlossMap .
|
EmissionMap
|
ITexture2D | The emission or glowlyness of the material. |
EmissionColor
|
ColorX | The color tint to EmissionMap .
|
EmissionMapScale
|
Float2 | The UV scale of the EmissionMap .
|
EmissionMapOffset
|
Float2 | The UV offset of the EmissionMap .
|
RimColor
|
ColorX | the color of the rim lighting. |
RimAlbedoTint
|
Float | How much the rim lighting effects albedo tint. |
RimAttenuationEffect
|
Float | The strength of the rim light |
RimIntensity
|
Float | Brightness of rim lighting |
RimRange
|
Float | Size of light area of the shadowramp |
RimThreshold
|
Float | Size of rim light area |
RimSharpness
|
Float | Definition of the shadowramp |
SpecularIntensity
|
Float | Unused |
SpecularArea
|
Float | Unused |
Matcap
|
ITexture2D | The matcap texture which is a picture of a sphere which is used for fake reflections. |
MatcapTint
|
ColorX | The color tint to apply to Matcap .
|
OcclusionMap
|
ITexture2D | The occlusion map which specifies areas that are close together like grooves. |
OcclusionMapScale
|
Float2 | The UV scale of OcclusionMap
|
OcclusionMapOffset
|
Float2 | The UV offset of OcclusionMap .
|
OcclusionColor
|
ColorX | The color of the occlusion effect. |
Outline
|
OutlineStyle | Defines the type of Outline to show on the material. |
OutlineWidth
|
Float | How thick the outline is. |
OutlineColor
|
ColorX | The color the outline is. |
OutlineAlbedoTint
|
Bool | Whether the outline is tinted by albedo. |
OutlineMask
|
ITexture2D | Grayscale mask that determines relative thickeness of outline. Black is no outline. White is 100% of the OutlineWidth value. |
ShadowRamp
|
ITexture2D | The shadow ramp used to influence what shadows look like on a model. |
ShadowRampMask
|
ITexture2D | Grayscale mask that selects which pixel row of the Shadow Ramp texture to use for a given texel. |
ShadowRampMaskScale
|
Float2 | The UV scale of ShadowRampMask .
|
ShadowRampMaskOffset
|
Float2 | The UV offset of ShadowRampMask .
|
ShadowRim
|
ColorX | Color of the dark rim light |
ShadowSharpness
|
Float | Definition of all shadows applied to the material |
ShadowRimRange
|
Float | Size of the dark section of the shadowramp |
ShadowRimThreshold
|
Float | Size of the dark section of the shadowramp |
ShadowRimSharpness
|
Float | Definition of the dark section of the shadowramp |
ShadowRimAlbedoTint
|
Float | How much the albedo color influences the dark section of the shadowramp |
ThicknessMap
|
ITexture2D | The thickness map of the surface. Used to make subsurface effects. |
ThicknessMapScale
|
Float2 | The UV scale of ThicknessMap .
|
ThicknessMapOffset
|
Float2 | The UV offset of ThicknessMap
|
SubsurfaceColor
|
ColorX | The color of the subsurface effect. |
SubsurfaceDistortion
|
Float | Strength of subsurface color |
SubsurfacePower
|
Float | Strength of subsurface color |
SubsurfaceScale
|
Float | Strength of subsurface color |
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 |
Culling
|
Culling | Whether to show the material on the front, back, or both sides |
ColorMask
|
ColorMask | How to mask the colors this material effects as a filter. |
AlbedoUV
|
Int | The UV map index Albedo map should use. |
NormalUV
|
Int | The UV map index normal map should use. |
MetallicUV
|
Int | The UV map index metallic map should use. |
ThicknessUV
|
Int | The UV map index Thickness map should use. |
OcclusionUV
|
Int | The UV map index occlusion map should use. |
EmissionUV
|
Int | The UV map index emission map should use. |
RenderQueue
|
Int | changes at which point a material renders on the render stack |
__legacyCutout
|
Bool | Internal. |
_regular
|
Shader | Internal. |
_outline
|
Shader | Internal. |
Usage
OutlineStyle
Name: | OutlineStyle |
Type: | FrooxEngine.XiexeToonMaterial+OutlineStyle
|
Defines the type of outline to show on the material.
Name | Value | Description |
---|---|---|
None
|
0 | There will be no outline. |
Lit
|
1 | The outline will be lit. |
Emissive
|
2 | The outline will be emissive. |
Examples
This article or section is a Stub. You can help the Resonite Wiki by expanding it.