Component:FlatLitToonMaterial: Difference between revisions

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== Usage ==
== Usage ==
{{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|
|MainTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv2=true|
|MainTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv2=true|
Line 24: Line 24:
|Color|ColorX|
|Color|ColorX|
|EmissionColor|ColorX|
|EmissionColor|ColorX|
|BlendMode|BlendMode|
|BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}}
|ZWrite|ZWrite|
|ZWrite|ZWrite|{{Template:Material_ZWrite_Desc}}
|Shadow|Float|
|Shadow|Float|
|Outline|'''[[#OutlineStyle|OutlineStyle]]'''|TypeAdv20=true|
|Outline|'''[[#OutlineStyle|OutlineStyle]]'''|TypeAdv20=true|
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|OutlineColor|ColorX|
|OutlineColor|ColorX|
|OutlineTint|Float|
|OutlineTint|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}}
}}
}}



Latest revision as of 00:49, 14 November 2024

Component image 
File:FlatLitToonMaterialComponent.png
Flat Lit Toon Material component as seen in the Scene Inspector


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Usage

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
MainTexture ITexture2D
ColorMask ITexture2D
EmissionMap ITexture2D
NormalMap ITexture2D
MainTextureScale Float2
MainTextureOffset Float2
ColorMaskScale Float2
ColorMaskOffset Float2
EmissionMapScale Float2
EmissionMapOffset Float2
NormalMapScale Float2
NormalMapOffset Float2
AlphaCutoff Float
Color ColorX
EmissionColor ColorX
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.
Shadow Float
Outline OutlineStyle
OutlineWidth Float
OutlineColor ColorX
OutlineTint 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

Behavior

Examples

See Also