|  add info | 989onan bot (talk | contribs)  Automated: update '_shader' description,'Matcap' description,'NormalMap' description, | ||
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| {{Table ComponentFields | {{Table ComponentFields | ||
| |HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | |HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | ||
| |_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv1=true|  | |_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv1=true|{{Template:Material__shader}} | ||
| |Matcap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv2=true|  | |Matcap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv2=true|{{Template:Material_Matcap}} | ||
| |NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv3=true|  | |NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv3=true|{{Template:Material_NormalMap}} | ||
| |BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}} | |BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}} | ||
| |RenderQueue|Int|{{Template:Material_RenderQueue_Desc}} | |RenderQueue|Int|{{Template:Material_RenderQueue_Desc}} | ||
Latest revision as of 20:43, 29 June 2025
Component image 
Matcap Material component as seen in the Scene Inspector 

The MatcapMaterial component is used to make fake reflections on a surface using a matcap texture.
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. | 
| Matcap | ITexture2D | A texture that looks like a sphere with reflection shading on it. Used to make the fake reflection map. | 
| 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. | 
| BlendMode | BlendMode | How to blend this material's colors vs what it rendered on top of. | 
| RenderQueue | Int | changes at which point a material renders on the render stack | 
Usage
Attach to a slot and put into a Component:MeshRenderer or Component:SkinnedMeshRenderer with a mesh to see what the material looks like.
Examples
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