m ProbablePrime moved page FresnelLerpMaterial (Component) to Component:FresnelLerpMaterial: Creating component Namespace |
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| | |_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv1=true| | ||
|Lerp|Float| | |Lerp|Float| | ||
|LerpTexture| | |LerpTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv3=true| | ||
|LerpTextureScale|Float2| | |LerpTextureScale|Float2| | ||
|LerpTextureOffset|Float2| | |LerpTextureOffset|Float2| | ||
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|Exponent0|Float| | |Exponent0|Float| | ||
|Exponent1|Float| | |Exponent1|Float| | ||
|FarColor0| | |GammaCurve|Float| | ||
|NearColor0| | |FarColor0|ColorX| | ||
|FarColor1| | |NearColor0|ColorX| | ||
|NearColor1| | |FarColor1|ColorX| | ||
|FarTexture0| | |NearColor1|ColorX| | ||
|NearTexture0| | |FarTexture0|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv15=true| | ||
|FarTexture1| | |NearTexture0|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv16=true| | ||
|NearTexture1| | |FarTexture1|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv17=true| | ||
|NormalMap0| | |NearTexture1|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv18=true| | ||
|NormalMap1| | |NormalMap0|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv19=true| | ||
|BlendMode|BlendMode| | |NormalMap1|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv20=true| | ||
|Sidedness|Sidedness| | |BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}} | ||
|ZWrite|ZWrite| | |Sidedness|Sidedness|{{Template:Material_Sidedness_Desc}} | ||
|OffsetFactor|Float| | |ZWrite|ZWrite|{{Template:Material_ZWrite_Desc}} | ||
|OffsetUnits|Float| | |OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}} | ||
|RenderQueue|Int| | |OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}} | ||
|RenderQueue|Int|{{Template:Material_RenderQueue_Desc}} | |||
}} | }} | ||
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[[Category:ComponentStubs]] | [[Category:ComponentStubs]] | ||
[[Category:Components{{#translation:}}|Fresnel Lerp Material]] | [[Category:Components{{#translation:}}|Fresnel Lerp Material]] | ||
[[Category:Materials:Unlit{{#translation:}}|Fresnel Lerp Material]] | |||
[[Category:Materials{{#translation:}}|Fresnel Lerp Material]] | |||
[[Category:Components:Assets:Materials:Unlit{{#translation:}}|Fresnel Lerp Material]] | [[Category:Components:Assets:Materials:Unlit{{#translation:}}|Fresnel Lerp Material]] |
Latest revision as of 00:49, 14 November 2024
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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 | |
Lerp
|
Float | |
LerpTexture
|
ITexture2D | |
LerpTextureScale
|
Float2 | |
LerpTextureOffset
|
Float2 | |
LerpTexturePolarUV
|
Bool | |
LerpTexturePolarPower
|
Float | |
Exponent0
|
Float | |
Exponent1
|
Float | |
GammaCurve
|
Float | |
FarColor0
|
ColorX | |
NearColor0
|
ColorX | |
FarColor1
|
ColorX | |
NearColor1
|
ColorX | |
FarTexture0
|
ITexture2D | |
NearTexture0
|
ITexture2D | |
FarTexture1
|
ITexture2D | |
NearTexture1
|
ITexture2D | |
NormalMap0
|
ITexture2D | |
NormalMap1
|
ITexture2D | |
BlendMode
|
BlendMode | How to blend this material's colors vs what it rendered on top of. |
Sidedness
|
Sidedness | Render on both sides of the mesh, front, or back. |
ZWrite
|
ZWrite | whether this material should respect the distance it is from the camera. |
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 |