Automated: update 'HighPriorityIntegration' description |
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, |
||
Line 22: | Line 22: | ||
|OcclusionMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv9=true| | |OcclusionMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv9=true| | ||
|ColorMask|ColorMask| | |ColorMask|ColorMask| | ||
|StencilComparison|StencilComparison| | |StencilComparison|StencilComparison|{{Template:Material_StencilComparison_Desc}} | ||
|StencilOperation|StencilOperation| | |StencilOperation|StencilOperation|{{Template:Material_StencilOperation_Desc}} | ||
|StencilID|Byte| | |StencilID|Byte|{{Template:Material_StencilID_Desc}} | ||
|StencilWriteMask|Byte| | |StencilWriteMask|Byte|{{Template:Material_StencilWriteMask_Desc}} | ||
|StencilReadMask|Byte| | |StencilReadMask|Byte|{{Template:Material_StencilReadMask_Desc}} | ||
|OffsetFactor|Float| | |OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}} | ||
|OffsetUnits|Float| | |OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}} | ||
|RenderQueue|Int| | |RenderQueue|Int|{{Template:Material_RenderQueue_Desc}} | ||
|__rectDummy|Rect| | |__rectDummy|Rect| | ||
|__rectClipDummy|Bool| | |__rectClipDummy|Bool| |
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. |
TextureScale
|
Float2 | |
TextureOffset
|
Float2 | |
AlbedoColor
|
ColorX | |
AlbedoTexture
|
ITexture2D | |
EmissiveColor
|
ColorX | |
EmissiveMap
|
ITexture2D | |
NormalMap
|
ITexture2D | |
NormalScale
|
Float | |
OcclusionMap
|
ITexture2D | |
ColorMask
|
ColorMask | |
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. |
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 |
__rectDummy
|
Rect | |
__rectClipDummy
|
Bool | |
SpecularColor
|
ColorX | |
SpecularMap
|
ITexture2D | |
_regular
|
Shader |