Automated: update component fields |
add some info |
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== Fields == | == Fields == | ||
{{Table ComponentFields | {{Table ComponentFields | ||
|HighPriorityIntegration|Bool| | |HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | ||
|_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv1=true| | |_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv1=true| | ||
|Scale|Float| | |Scale|Float| | ||
|Offset|Float3| | |Offset|Float3| | ||
|Visualize|'''[[#MeshData|MeshData]]'''|TypeAdv4=true| | |Visualize|'''[[#MeshData|MeshData]]'''|TypeAdv4=true| What kind of data to visualize for the mesh. | ||
|Normalize|Bool| | |Normalize|Bool| Enable keeping visualized mesh data within a 0-1 range for all color values. | ||
|RenderQueue|Int| | |RenderQueue|Int| | ||
}} | }} | ||
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{{Table EnumValues | {{Table EnumValues | ||
|Position|0| | |Position|0| Position of the mesh in world space. | ||
|Color|1| | |Color|1| The vertex colors of the mesh | ||
|ColorAlpha|2| | |ColorAlpha|2| The alpha of the vertex colors of the mesh. | ||
|Normals|3| | |Normals|3| The polygon normal shading data of the mesh. | ||
|Tangents|4| | |Tangents|4| | ||
|TangentDir|5| | |TangentDir|5| | ||
|Bitangents|6| | |Bitangents|6| | ||
|UV0s|7| | |UV0s|7| The first UV map data of the mesh | ||
|UV1s|8| | |UV1s|8| The second UV map data of the mesh | ||
|UV2s|9| | |UV2s|9| The third UV map data of the mesh | ||
|UV3s|10| | |UV3s|10| The last UV map data of the mesh | ||
}} | }} | ||
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[[Category:Components{{#translation:}}|Debug Material]] | [[Category:Components{{#translation:}}|Debug Material]] | ||
[[Category:Components:Assets:Materials:Special{{#translation:}}|Debug Material]] | [[Category:Components:Assets:Materials:Special{{#translation:}}|Debug Material]] | ||
[[Category:Materials:Special{{#translation:}}|Debug Material]] | |||
[[Category:Materials{{#translation:}}|Debug Material]] | |||
[[Category:Components With Nested Enums{{#translation:}}|Debug Material]] | [[Category:Components With Nested Enums{{#translation:}}|Debug Material]] |
Latest revision as of 23:45, 15 October 2024
This article or section is a Stub. You can help the Resonite Wiki by expanding it.
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. |
_shader
|
Shader | |
Scale
|
Float | |
Offset
|
Float3 | |
Visualize
|
MeshData | What kind of data to visualize for the mesh. |
Normalize
|
Bool | Enable keeping visualized mesh data within a 0-1 range for all color values. |
RenderQueue
|
Int |
Usage
MeshData
This article or section is a Stub. You can help the Resonite Wiki by expanding it.
Name | Value | Description |
---|---|---|
Position
|
0 | Position of the mesh in world space. |
Color
|
1 | The vertex colors of the mesh |
ColorAlpha
|
2 | The alpha of the vertex colors of the mesh. |
Normals
|
3 | The polygon normal shading data of the mesh. |
Tangents
|
4 | |
TangentDir
|
5 | |
Bitangents
|
6 | |
UV0s
|
7 | The first UV map data of the mesh |
UV1s
|
8 | The second UV map data of the mesh |
UV2s
|
9 | The third UV map data of the mesh |
UV3s
|
10 | The last UV map data of the mesh |