Automated: update Fields, Categories |
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, |
||
(2 intermediate revisions by 2 users not shown) | |||
Line 11: | Line 11: | ||
== 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| | ||
|AlbedoScale|Float2| | |AlbedoScale|Float2| | ||
Line 44: | Line 44: | ||
|AlphaHandling|AlphaHandling| | |AlphaHandling|AlphaHandling| | ||
|AlphaClip|Float| | |AlphaClip|Float| | ||
|OffsetFactor|Float| | |OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}} | ||
|OffsetUnits|Float| | |OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}} | ||
|RenderQueue|Int| | |RenderQueue|Int|{{Template:Material_RenderQueue_Desc}} | ||
|Metallic|Float| | |Metallic|Float| | ||
|Smoothness|Float| | |Smoothness|Float| |
Latest revision as of 00:01, 14 November 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 | |
AlbedoScale
|
Float2 | |
AlbedoOffset
|
Float2 | |
AlbedoUV
|
Int | |
EmissionMapScale
|
Float2 | |
EmissionMapOffset
|
Float2 | |
EmissionMapUV
|
Int | |
NormalMapScale
|
Float2 | |
NormalMapOffset
|
Float2 | |
NormalMapUV
|
Int | |
OcclusionMapScale
|
Float2 | |
OcclusionMapOffset
|
Float2 | |
OcclusionMapUV
|
Int | |
SecondaryAlbedoScale
|
Float2 | |
SecondaryAlbedoOffset
|
Float2 | |
SecondaryAlbedoUV
|
Int | |
SecondaryEmissionMapScale
|
Float2 | |
SecondaryEmissionMapOffset
|
Float2 | |
SecondaryEmissionMapUV
|
Int | |
AlbedoColor
|
ColorX | |
AlbedoTexture
|
ITexture2D | |
EmissiveColor
|
ColorX | |
EmissiveMap
|
ITexture2D | |
NormalMap
|
ITexture2D | |
NormalScale
|
Float | |
OcclusionMap
|
ITexture2D | |
SecondaryAlbedoTexture
|
ITexture2D | |
SecondaryEmissiveColor
|
ColorX | |
SecondaryEmissiveMap
|
ITexture2D | |
Culling
|
Culling | |
AlphaHandling
|
AlphaHandling | |
AlphaClip
|
Float | |
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 |
RenderQueue
|
Int | changes at which point a material renders on the render stack |
Metallic
|
Float | |
Smoothness
|
Float | |
MetallicMap
|
ITexture2D | |
MetallicMapScale
|
Float2 | |
MetallicMapOffset
|
Float2 | |
MetallicMapUV
|
Int |