989onan bot (talk | contribs)  Automated: update 'StencilComparison' description,'StencilOperation' description,'StencilID' description,'StencilWriteMask' description,'StencilReadMask' description,'RenderQueue' description,'BlendMode' description,'Sidedness' description,'ZWrite' description,'ZTest' description,'OffsetFactor' description,'OffsetUnits' description,  | 
				989onan bot (talk | contribs)  Automated: update '_shader' description,'Texture' description,'TextureScale' description,'TextureOffset' description,'Tint' description,'Overlay' description,'OverlayTint' description,'AlphaCutoff' description,'AlphaClip' description,'TextureMode' description,'MaskTexture' description,'MaskScale' description,'MaskOffset' description,'MaskMode' description,  | 
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{{Infobox Component  | {{Infobox Component  | ||
|Image=UI_UnlitMaterialComponent.png  | |Image=UI_UnlitMaterialComponent.png  | ||
|Name=UI Unlit Material  | |Name=UI Unlit Material  | ||
}}  | }}  | ||
The '''UI_UnlitMaterial''' component is used to show [[UIX]]. This material works best when rendered on a base, which the sample UIX made through the dev create new menu has by default.  | |||
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{{Table ComponentFields  | {{Table ComponentFields  | ||
|HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}}  | |HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}}  | ||
|Rect|Rect|  | |Rect|Rect| {{Template:Material_Rect}}  | ||
|RectClip|Bool|  | |RectClip|Bool| {{Template:Material_RectClip}}  | ||
|ColorMask|ColorMask|  | |ColorMask|ColorMask| {{Template:Material_ColorMask}}  | ||
|StencilComparison|StencilComparison|{{Template:Material_StencilComparison_Desc}}  | |StencilComparison|StencilComparison|{{Template:Material_StencilComparison_Desc}}  | ||
|StencilOperation|StencilOperation|{{Template:Material_StencilOperation_Desc}}  | |StencilOperation|StencilOperation|{{Template:Material_StencilOperation_Desc}}  | ||
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|StencilReadMask|Byte|{{Template:Material_StencilReadMask_Desc}}  | |StencilReadMask|Byte|{{Template:Material_StencilReadMask_Desc}}  | ||
|RenderQueue|Int|{{Template:Material_RenderQueue_Desc}}  | |RenderQueue|Int|{{Template:Material_RenderQueue_Desc}}  | ||
|_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv10=true|  | |_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv10=true|{{Template:Material__shader}}  | ||
|Texture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv11=true|  | |Texture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv11=true|{{Template:Material_Texture}}  | ||
|TextureScale|Float2|  | |TextureScale|Float2|{{Template:Material_TextureScale}}  | ||
|TextureOffset|Float2|  | |TextureOffset|Float2|{{Template:Material_TextureOffset}}  | ||
|Tint|ColorX|  | |Tint|ColorX|{{Template:Material_Tint}}  | ||
|Overlay|Bool|  | |Overlay|Bool|{{Template:Material_Overlay}}  | ||
|OverlayTint|ColorX|  | |OverlayTint|ColorX|{{Template:Material_OverlayTint}}  | ||
|AlphaCutoff|Float|  | |AlphaCutoff|Float|{{Template:Material_AlphaCutoff}}  | ||
|AlphaClip|Bool|  | |AlphaClip|Bool|{{Template:Material_AlphaClip}}  | ||
|TextureMode|UnlitTextureMode|  | |TextureMode|UnlitTextureMode|{{Template:Material_TextureMode}}  | ||
|MaskTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv20=true|  | |MaskTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv20=true|{{Template:Material_MaskTexture}}  | ||
|MaskScale|Float2|  | |MaskScale|Float2|{{Template:Material_MaskScale}}  | ||
|MaskOffset|Float2|  | |MaskOffset|Float2|{{Template:Material_MaskOffset}}  | ||
|MaskMode|MaskTextureMode|  | |MaskMode|MaskTextureMode|{{Template:Material_MaskMode}}  | ||
|BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}}  | |BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}}  | ||
|Sidedness|Sidedness|{{Template:Material_Sidedness_Desc}}  | |Sidedness|Sidedness|{{Template:Material_Sidedness_Desc}}  | ||
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== Usage ==  | == Usage ==  | ||
{{stub}}  | |||
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== Examples ==  | == Examples ==  | ||
{{stub}}  | |||
<!--T:5-->  | <!--T:5-->  | ||
==   | == See Also ==  | ||
</translate>  | </translate>  | ||
[[Category:Components{{#translation:}}|UI Unlit Material]]  | [[Category:Components{{#translation:}}|UI Unlit Material]]  | ||
[[Category:Materials:UI{{#translation:}}|UI Unlit Material]]  | [[Category:Materials:UI{{#translation:}}|UI Unlit Material]]  | ||
[[Category:Materials{{#translation:}}|UI Unlit Material]]  | [[Category:Materials{{#translation:}}|UI Unlit Material]]  | ||
[[Category:Components:Assets:Materials:UI{{#translation:}}|UI Unlit Material]]  | [[Category:Components:Assets:Materials:UI{{#translation:}}|UI Unlit Material]]  | ||
Latest revision as of 20:44, 29 June 2025
Component image 
UI Unlit Material component as seen in the Scene Inspector 

The UI_UnlitMaterial component is used to show UIX. This material works best when rendered on a base, which the sample UIX made through the dev create new menu has by default.
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. | 
Rect
 | 
Rect | See RectClip on Materials. | 
RectClip
 | 
Bool | Toggles if the material should use Rect
 | 
ColorMask
 | 
ColorMask | What colors behind the material should make it through the filter. | 
StencilComparison
 | 
StencilComparison | See Type:StencilComparison for an in depth explanation on what this does. | 
StencilOperation
 | 
StencilOperation | See Type:StencilOperation for an in depth explanation on what this does. | 
StencilID
 | 
Byte | The Stencil ID of this material. This is sometimes written to the frame buffer's Stencil mask, or used to determine whether this material should render for a particular pixel. | 
StencilWriteMask
 | 
Byte | does a Bitwise AND with this number for every pixel in the frame buffer this is rendering on top of when this object is drawn, after reading from the buffer. | 
StencilReadMask
 | 
Byte | is bitwise ANDed with the Stencil in the frame buffer before the test compares them. | 
RenderQueue
 | 
Int | changes at which point a material renders on the render stack | 
_shader
 | 
Shader | Internal. | 
Texture
 | 
ITexture2D | The texture to debug data for. | 
TextureScale
 | 
Float2 | How much to scale up or down the different texture maps. | 
TextureOffset
 | 
Float2 | How much to shift around the position of the different texture maps. | 
Tint
 | 
ColorX | The color to multiply or tint by for the entire material. | 
Overlay
 | 
Bool | Whether this material should render on top of everything | 
OverlayTint
 | 
ColorX | what to tint the entire material as. | 
AlphaCutoff
 | 
Float | If BlendMode is set to cutout, discard rendering of pixels for the surface that fall below this alpha threshold.
 | 
AlphaClip
 | 
Bool | Any alpha value below this amount is not rendered for any given pixel when cutout is enabled. | 
TextureMode
 | 
UnlitTextureMode | How to use Texture.
 | 
MaskTexture
 | 
ITexture2D | The mask texture to use. | 
MaskScale
 | 
Float2 | The UV scale of the mask texture. | 
MaskOffset
 | 
Float2 | The UV offset of the mask texture. | 
MaskMode
 | 
MaskTextureMode | How to apply the mask texture to the material. | 
BlendMode
 | 
BlendMode | How to blend this material's colors vs what it rendered on top of. | 
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. | 
ZTest
 | 
ZTest | Determines whether this object should render when it is in front of or behind other objects that respect depth from the camera | 
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] | 
Usage
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Examples
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