The '''XiexeToonMaterial''' component was originally made to be a toon material Component, but is widely considered a robust material. It can recreate most effects of the poiyomi toon material when combined with drives, material stacking, and manual packing of texture channels to make the textures compatible.
The '''XiexeToonMaterial''' component was originally made to be a toon material Component, but is widely considered a robust material. It can recreate most effects of the poiyomi toon material when combined with drives, material stacking, and manual packing of texture channels to make the textures compatible.
Decals are also possible via stacking [[Component:PBS_Metallic|PBS_Metallic]] layers using extra meshes, then setting them to cutout or alpha with an image set to clamp. The values do not transfer 1:1
TODO: Equation to convert poiyomi decal stuff to Resonite
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Revision as of 17:51, 24 September 2025
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Component image
Xiexe Toon Material component as seen in the Scene Inspector
The XiexeToonMaterial component was originally made to be a toon material Component, but is widely considered a robust material. It can recreate most effects of the poiyomi toon material when combined with drives, material stacking, and manual packing of texture channels to make the textures compatible.
Decals are also possible via stacking PBS_Metallic layers using extra meshes, then setting them to cutout or alpha with an image set to clamp. The values do not transfer 1:1
TODO: Equation to convert poiyomi decal stuff to Resonite
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]