m ProbablePrime moved page RefractMaterial (Component) to Component:RefractMaterial: Creating component Namespace |
Automated: update 'HighPriorityIntegration' description |
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== Fields == | == Fields == | ||
{{Table ComponentFields | {{Table ComponentFields | ||
|HighPriorityIntegration|Bool| | |HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | ||
|Rect|Rect| | |Rect|Rect| | ||
|RectClip|Bool| | |RectClip|Bool| | ||
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|RenderQueue|Int| | |RenderQueue|Int| | ||
|RefractionStrength|Float| | |RefractionStrength|Float| | ||
|NormalMap| | |DepthBias|Float| | ||
|DepthFadeDivisor|Float| | |||
|NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv13=true| | |||
|NormalTextureScale|Float2| | |NormalTextureScale|Float2| | ||
|NormalTextureOffset|Float2| | |NormalTextureOffset|Float2| | ||
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|ZWrite|ZWrite| | |ZWrite|ZWrite| | ||
|ZTest|ZTest| | |ZTest|ZTest| | ||
|_global| | |_global|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv21=true| | ||
|_perObject| | |_perObject|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv22=true| | ||
}} | }} | ||
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[[Category:ComponentStubs]] | [[Category:ComponentStubs]] | ||
[[Category:Components{{#translation:}}|Refract Material]] | [[Category:Components{{#translation:}}|Refract Material]] | ||
[[Category:Materials:Filters{{#translation:}}|Refract Material]] | |||
[[Category:Materials{{#translation:}}|Refract Material]] | |||
[[Category:Components:Assets:Materials:Filters{{#translation:}}|Refract Material]] | [[Category:Components:Assets:Materials:Filters{{#translation:}}|Refract Material]] |
Latest revision as of 11:59, 1 August 2024
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Component image
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. |
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 | |
RectClip
|
Bool | |
ColorMask
|
ColorMask | |
StencilComparison
|
StencilComparison | |
StencilOperation
|
StencilOperation | |
StencilID
|
Byte | |
StencilWriteMask
|
Byte | |
StencilReadMask
|
Byte | |
RenderQueue
|
Int | |
RefractionStrength
|
Float | |
DepthBias
|
Float | |
DepthFadeDivisor
|
Float | |
NormalMap
|
ITexture2D | |
NormalTextureScale
|
Float2 | |
NormalTextureOffset
|
Float2 | |
PerObject
|
Bool | |
BlendMode
|
BlendMode | |
Sidedness
|
Sidedness | |
ZWrite
|
ZWrite | |
ZTest
|
ZTest | |
_global
|
Shader | |
_perObject
|
Shader |