Automated: update component fields |
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, |
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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| | ||
|Color|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv2=true| | |Color|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv2=true| | ||
Line 28: | Line 28: | ||
|DiscardThreshold|Float| | |DiscardThreshold|Float| | ||
|DiscardOffset|Float| | |DiscardOffset|Float| | ||
|BlendMode|BlendMode| | |BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}} | ||
|ZWrite|ZWrite| | |ZWrite|ZWrite|{{Template:Material_ZWrite_Desc}} | ||
}} | }} | ||
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[[Category:ComponentStubs]] | [[Category:ComponentStubs]] | ||
[[Category:Components{{#translation:}}|Depth Projection Material]] | [[Category:Components{{#translation:}}|Depth Projection Material]] | ||
[[Category:Materials:Unlit{{#translation:}}|Depth Projection Material]] | |||
[[Category:Materials{{#translation:}}|Depth Projection Material]] | |||
[[Category:Components:Assets:Materials:Unlit{{#translation:}}|Depth Projection Material]] | [[Category:Components:Assets:Materials:Unlit{{#translation:}}|Depth Projection Material]] |
Latest revision as of 00:49, 14 November 2024
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This component is commonly used when importing depth videos and acts as a material that displaces vertices in 3D.
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 | |
Color
|
ITexture2D | |
Depth
|
ITexture2D | |
DepthEncoding
|
DepthEncoding | |
ColorTextureOffset
|
Float2 | |
ColorTextureScale
|
Float2 | |
DepthTextureOffset
|
Float2 | |
DepthTextureScale
|
Float2 | |
DepthFrom
|
Float | |
DepthTo
|
Float | |
FieldOfView
|
Float2 | |
NearClip
|
Float | |
FarClip
|
Float | |
DiscardThreshold
|
Float | |
DiscardOffset
|
Float | |
BlendMode
|
BlendMode | How to blend this material's colors vs what it rendered on top of. |
ZWrite
|
ZWrite | whether this material should respect the distance it is from the camera. |
Usage
The material uses a file that has a greyscale video (representing depth at each pixel) and a normal color video in order to "overlay" the color info on top of the 3D distortion created by the greyscale input. There are texture2D slots for depth and color, meaning two separate files could be used given the DepthTextureOffset property is set to 0.