add info |
989onan bot (talk | contribs) Automated: update '_shader' description,'BehindTintColor' description,'FrontTintColor' description,'BehindTexture' description,'BehindTextureScale' description,'BehindTextureOffset' description,'FrontTexture' description,'FrontTextureScale' description,'FrontTextureOffset' description,'AlphaCutoff' description,'UseVertexColors' description,'VertexColorInterpolationSpace' description,'PolarUVmapping' description,'PolarPower' 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}} | ||
|BehindTintColor|ColorX| | |BehindTintColor|ColorX|{{Template:Material_BehindTintColor}} | ||
|FrontTintColor|ColorX| | |FrontTintColor|ColorX|{{Template:Material_FrontTintColor}} | ||
|BehindTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv4=true| | |BehindTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv4=true|{{Template:Material_BehindTexture}} | ||
|BehindTextureScale|Float2| | |BehindTextureScale|Float2|{{Template:Material_BehindTextureScale}} | ||
|BehindTextureOffset|Float2| | |BehindTextureOffset|Float2|{{Template:Material_BehindTextureOffset}} | ||
|FrontTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv7=true| | |FrontTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv7=true|{{Template:Material_FrontTexture}} | ||
|FrontTextureScale|Float2| | |FrontTextureScale|Float2|{{Template:Material_FrontTextureScale}} | ||
|FrontTextureOffset|Float2| | |FrontTextureOffset|Float2|{{Template:Material_FrontTextureOffset}} | ||
|BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}} | |BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}} | ||
|AlphaCutoff|Float| | |AlphaCutoff|Float|{{Template:Material_AlphaCutoff}} | ||
|UseVertexColors|Bool| | |UseVertexColors|Bool|{{Template:Material_UseVertexColors}} | ||
|VertexColorInterpolationSpace|ColorProfile| | |VertexColorInterpolationSpace|ColorProfile|{{Template:Material_VertexColorInterpolationSpace}} | ||
|Sidedness|Sidedness|{{Template:Material_Sidedness_Desc}} | |Sidedness|Sidedness|{{Template:Material_Sidedness_Desc}} | ||
|ZWrite|ZWrite|{{Template:Material_ZWrite_Desc}} | |ZWrite|ZWrite|{{Template:Material_ZWrite_Desc}} | ||
|PolarUVmapping|Bool| | |PolarUVmapping|Bool|{{Template:Material_PolarUVmapping}} | ||
|PolarPower|Float| | |PolarPower|Float|{{Template:Material_PolarPower}} | ||
|OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}} | |OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}} | ||
|OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}} | |OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}} | ||
Latest revision as of 20:43, 29 June 2025
Component image 
Overlay Unlit Material component as seen in the Scene Inspector

The OverlayUnlitMaterial component is a material that is similar to a Component:UnlitMaterial except it renders differently when in front or behind an object.
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. |
BehindTintColor
|
ColorX | The color tint when the material is behind an object. |
FrontTintColor
|
ColorX | The color tint when the material is in front of an object. |
BehindTexture
|
ITexture2D | The texture to use when the material is behind an object. |
BehindTextureScale
|
Float2 | The UV scale of BehindTexture.
|
BehindTextureOffset
|
Float2 | The UV offset of BehindTexture.
|
FrontTexture
|
ITexture2D | The texture to use when the material is in front of an object. |
FrontTextureScale
|
Float2 | The UV scale of FrontTexture.
|
FrontTextureOffset
|
Float2 | The UV offset of FrontTexture.
|
BlendMode
|
BlendMode | How to blend this material's colors vs what it rendered on top of. |
AlphaCutoff
|
Float | If BlendMode is set to cutout, discard rendering of pixels for the surface that fall below this alpha threshold.
|
UseVertexColors
|
Bool | Whether the material should use vertex colors from the mesh. |
VertexColorInterpolationSpace
|
ColorProfile | How to interpolate vertex colors on the mesh. |
Sidedness
|
Sidedness | Render on both sides of the mesh, front, or back. |
ZWrite
|
ZWrite | whether this material should respect the distance it is from the camera. |
PolarUVmapping
|
Bool | Whether to use polar UV unwrapping. |
PolarPower
|
Float | The power of the polar UV unwrapping. |
OffsetFactor
|
Float | 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] |
OffsetUnits
|
Float | 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] |
RenderQueue
|
Int | changes at which point a material renders on the render stack |
Usage
Attach to a slot and put into the materials of a renderer like a Component:SkinnedMeshRenderer or a Component:MeshRenderer with a mesh to view what the material looks like.
Examples
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