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Component image
Introduction
Usage
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. |
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 | |
Color
|
ColorX | |
UseVertexColors
|
Bool | |
VertexColorInterpolationSpace
|
ColorProfile | |
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 | |
MainTextureScale
|
Float2 | |
MainTextureOffset
|
Float2 | |
Saturation
|
Float | |
NormalMap
|
ITexture2D | |
NormalMapScale
|
Float2 | |
NormalMapOffset
|
Float2 | |
NormalScale
|
Float | |
Metallic
|
Float | |
Glossiness
|
Float | |
Reflectivity
|
Float | |
MetallicGlossMap
|
ITexture2D | |
MetallicGlossMapScale
|
Float2 | |
MetallicGlossMapOffset
|
Float2 | |
EmissionMap
|
ITexture2D | |
EmissionColor
|
ColorX | |
EmissionMapScale
|
Float2 | |
EmissionMapOffset
|
Float2 | |
RimColor
|
ColorX | |
RimAlbedoTint
|
Float | |
RimAttenuationEffect
|
Float | |
RimIntensity
|
Float | |
RimRange
|
Float | |
RimThreshold
|
Float | |
RimSharpness
|
Float | |
SpecularIntensity
|
Float | |
SpecularArea
|
Float | |
Matcap
|
ITexture2D | |
MatcapTint
|
ColorX | |
OcclusionMap
|
ITexture2D | |
OcclusionMapScale
|
Float2 | |
OcclusionMapOffset
|
Float2 | |
OcclusionColor
|
ColorX | |
Outline
|
OutlineStyle | Defines the type of Outline to show on the material. |
OutlineWidth
|
Float | |
OutlineColor
|
ColorX | |
OutlineAlbedoTint
|
Bool | |
OutlineMask
|
ITexture2D | Grayscale mask that determines relative thickeness of outline. Black is no outline. White is 100% of the OutlineWidth value. |
ShadowRamp
|
ITexture2D | |
ShadowRampMask
|
ITexture2D | Grayscale mask that selects which pixel row of the Shadow Ramp texture to use for a given texel. |
ShadowRampMaskScale
|
Float2 | |
ShadowRampMaskOffset
|
Float2 | |
ShadowRim
|
ColorX | |
ShadowSharpness
|
Float | |
ShadowRimRange
|
Float | |
ShadowRimThreshold
|
Float | |
ShadowRimSharpness
|
Float | |
ShadowRimAlbedoTint
|
Float | |
ThicknessMap
|
ITexture2D | |
ThicknessMapScale
|
Float2 | |
ThicknessMapOffset
|
Float2 | |
SubsurfaceColor
|
ColorX | |
SubsurfaceDistortion
|
Float | |
SubsurfacePower
|
Float | |
SubsurfaceScale
|
Float | |
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 | |
ColorMask
|
ColorMask | |
AlbedoUV
|
Int | |
NormalUV
|
Int | |
MetallicUV
|
Int | |
ThicknessUV
|
Int | |
OcclusionUV
|
Int | |
EmissionUV
|
Int | |
RenderQueue
|
Int | changes at which point a material renders on the render stack |
__legacyCutout
|
Bool | |
_regular
|
Shader | |
_outline
|
Shader |
Behavior
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. |