Component:XiexeToonMaterial

From Resonite Wiki
(Redirected from XiexeToonMaterial)
This page contains changes which are not marked for translation.


This article or section is a Stub. You can help the Resonite Wiki by expanding it.

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The XiexeToonMaterial component was originally made to be a toon material Component, but is widely considered a robust material.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

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 color map of the material.
Color ColorX The surface color texture of the material.
UseVertexColors Bool Whether the material should use vertex colors from the mesh.
VertexColorInterpolationSpace ColorProfile How to interpolate vertex colors on the mesh.
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 Any alpha value below this amount is not rendered for any given pixel when cutout is enabled.
MainTextureScale Float2 The UV scaling of the main texture.
MainTextureOffset Float2 The UV offset of the main texture.
Saturation Float The saturation multiplier of MainTexture.
NormalMap ITexture2D The normal map is used as a way to change the appearance of a surface when shined on by lights, to give the illusion of a raised surface.
NormalMapScale Float2 The UV scaling of the normal map texture.
NormalMapOffset Float2 The UV offset of the normal texture.
NormalScale Float How much to scale up the effect of the normal map.
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 glow or emission color map.
EmissionColor ColorX The tint of the emission color.
EmissionMapScale Float2 The UV scaling of the emission texture.
EmissionMapOffset Float2 The UV offset of the emission texture.
RimColor ColorX Rim Lighting Color
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 Template:Material SpecularIntensity
SpecularArea Float Template:Material SpecularArea
Matcap ITexture2D A texture that looks like a sphere with reflection shading on it. Used to make the fake reflection map.
MatcapTint ColorX The color tint to apply to Matcap.
OcclusionMap ITexture2D Used to specify surface parts in eternal shadow due to being close to other mesh parts.
OcclusionMapScale Float2 The UV scale of OcclusionMap
OcclusionMapOffset Float2 The UV offset of OcclusionMap.
OcclusionColor ColorX The color of the occlusion effect.
Outline OutlineStyle The outline style to use.
OutlineWidth Float The thickness of the outline around the mesh.
OutlineColor ColorX The color of the outline around the mesh.
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 What colors behind the material should make it through the 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 Template:Material legacyCutout
_regular Shader Template:Material regular
_outline Shader Template:Material outline

Usage

OutlineStyle

Nested Enum
Name: OutlineStyle
Type: FrooxEngine.XiexeToonMaterial+OutlineStyle

Defines the type of outline to show on the material.

Values
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.

See Also