Component:FresnelLerpMaterial: Difference between revisions

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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|
|Lerp|Float|
|Lerp|Float|
Line 32: Line 32:
|NormalMap0|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv19=true|
|NormalMap0|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv19=true|
|NormalMap1|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv20=true|
|NormalMap1|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv20=true|
|BlendMode|BlendMode|
|BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}}
|Sidedness|Sidedness|
|Sidedness|Sidedness|{{Template:Material_Sidedness_Desc}}
|ZWrite|ZWrite|
|ZWrite|ZWrite|{{Template:Material_ZWrite_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}}
}}
}}



Latest revision as of 00:49, 14 November 2024


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Component image 
Fresnel Lerp Material component as seen in the Scene Inspector


Fields

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

Usage

Examples

Related Components