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|Name=Fresnel Lerp Material
|Name=Fresnel Lerp Material
}}
}}
The '''FresnelLerpMaterial''' component is a material that can be used to make a fresnel material that can be lerped between two different fresnel materials.
The '''FresnelLerpMaterial''' component is a material that can be used to make a fresnel effect that can be lerped between two different preset frensel settings.
Far on this material is the geometry facing away from the camera and near is the geometry facing towards the camera.
Far on this material is the geometry facing away from the camera and near is the geometry facing towards the camera.
|Lerp|Float| The value to use to transition between the first and second texture and value sets in absence of <code>LerpTexture</code>.
|Lerp|Float|{{Template:Material_Lerp}}
|LerpTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv3=true| The texture to use to blend linearly between the first and second texture and value sets.
Fresnel Lerp Material component as seen in the Scene Inspector
The FresnelLerpMaterial component is a material that can be used to make a fresnel effect that can be lerped between two different preset frensel settings.
Far on this material is the geometry facing away from the camera and near is the geometry facing towards the camera.
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.
How much this material should be pushed forwards or backwards on the depth buffer, based on the polygon's slope relative to the camera (i.e. polygons parallel to the camera will not be affected by this).[1]
How much this material should be pushed forwards or backwards on the depth buffer (regardless of the polygon's slope relative to the camera), in units equal to the smallest possible difference for the rendering device being used.[1]