989onan bot (talk | contribs) Automated: update '_shader' description,'Texture' description,'SecondaryTexture' description,'Cubemap' description,'SecondaryCubemap' description,'CubemapLOD' description,'TextureLerp' description,'Projection' description,'FieldOfView' description,'AngleOffset' description,'PerspectiveFieldOfView' description,'PerspectiveAngleOffset' description,'Tint' description,'Exposure' description,'Gamma' description,'TintTexture' description,'TintTextureScale' description,'TintTextureOffset' descriptio... |
hmm this is a stub |
||
Line 92: | Line 92: | ||
[[Category:Materials{{#translation:}}|Projection360 Material]] | [[Category:Materials{{#translation:}}|Projection360 Material]] | ||
[[Category:Components:Assets:Materials:Unlit{{#translation:}}|Projection360 Material]] | [[Category:Components:Assets:Materials:Unlit{{#translation:}}|Projection360 Material]] | ||
[[Category:ComponentStubs]] |
Latest revision as of 14:48, 4 August 2025
This article or section is a Stub. You can help the Resonite Wiki by expanding it.
Component image 
Projection360 Material component as seen in the Scene Inspector

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. |
Texture
|
ITexture2D | The texture to debug data for. |
SecondaryTexture
|
ITexture2D | Template:Material SecondaryTexture |
Cubemap
|
Cubemap | Template:Material Cubemap |
SecondaryCubemap
|
Cubemap | Template:Material SecondaryCubemap |
CubemapLOD
|
Nullable`1<Float> | Template:Material CubemapLOD |
TextureLerp
|
Float | Template:Material TextureLerp |
Projection
|
Mode | Template:Material Projection |
FieldOfView
|
Float2 | the field of view of the Depth data.
|
AngleOffset
|
Float2 | Template:Material AngleOffset |
PerspectiveFieldOfView
|
Float2 | Template:Material PerspectiveFieldOfView |
PerspectiveAngleOffset
|
Float2 | Template:Material PerspectiveAngleOffset |
Tint
|
ColorX | The color to multiply or tint by for the entire material. |
Exposure
|
Float | How much exposure or brightness should be given to the sky. |
Gamma
|
Float | the gamma effect. |
TintTexture
|
ITexture2D | Template:Material TintTexture |
TintTextureScale
|
Float2 | Template:Material TintTextureScale |
TintTextureOffset
|
Float2 | Template:Material TintTextureOffset |
TintTextureMode
|
TintMode | Template:Material TintTextureMode |
Tint0
|
ColorX | Template:Material Tint0 |
Tint1
|
ColorX | Template:Material Tint1 |
OutsideMode
|
Outside | Template:Material OutsideMode |
OutsideColor
|
ColorX | Template:Material OutsideColor |
TextureOffset
|
Float2 | How much to shift around the position of the different texture maps. |
TextureScale
|
Float2 | How much to scale up or down the different texture maps. |
StereoTextureTransform
|
Bool | Whether a texture on the surface should appear different in the right eye. |
RightEyeTextureOffset
|
Float2 | The override for texture in the right eye for offset. |
RightEyeTextureScale
|
Float2 | The override for texture in the right eye for scale. |
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 |
BlendMode
|
BlendMode | How to blend this material's colors vs what it rendered on top of. |
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 |
MaxIntensity
|
Nullable`1<Float> | Template:Material MaxIntensity |
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. |
OffsetTexture
|
ITexture2D | The texture used to offset the positions of pixels. |
OffsetMask
|
ITexture2D | Template:Material OffsetMask |
OffsetTextureOffset
|
Float2 | How much to offset the detail of the OffsetTexture
|
OffsetTextureScale
|
Float2 | How much to scale the detail of the OffsetTexture
|
OffsetMagnitude
|
Float2 | How much to amplify the offset effect. |
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 |
Mode
Name | Value | Description |
---|
OutsideMode
Name | Value | Description |
---|
TintMode
Name | Value | Description |
---|