Component:FresnelMaterial: 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|
|Exponent|Float|
|Exponent|Float|
Line 27: Line 27:
|UseVertexColors|Bool|
|UseVertexColors|Bool|
|VertexColorInterpolationSpace|ColorProfile|
|VertexColorInterpolationSpace|ColorProfile|
|BlendMode|BlendMode|
|BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}}
|AlphaCutoff|Float|
|AlphaCutoff|Float|
|MaskTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv18=true|
|MaskTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv18=true|
Line 33: Line 33:
|MaskOffset|Float2|
|MaskOffset|Float2|
|MaskMode|MaskTextureMode|
|MaskMode|MaskTextureMode|
|Sidedness|Sidedness|
|Sidedness|Sidedness|{{Template:Material_Sidedness_Desc}}
|ZWrite|ZWrite|
|ZWrite|ZWrite|{{Template:Material_ZWrite_Desc}}
|ZTest|ZTest|
|ZTest|ZTest|{{Template:Material_ZTest_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}}
|PolarUVmapping|Bool|
|PolarUVmapping|Bool|
|PolarPower|Float|
|PolarPower|Float|

Latest revision as of 00:50, 14 November 2024


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Component image 
Fresnel 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
Exponent Float
GammaCurve Float
FarColor ColorX
NearColor ColorX
FarTexture ITexture2D
NearTexture ITexture2D
FarTextureScale Float2
FarTextureOffset Float2
NearTextureScale Float2
NearTextureOffset Float2
NormalMap ITexture2D
NormalScale Float
UseVertexColors Bool
VertexColorInterpolationSpace ColorProfile
BlendMode BlendMode How to blend this material's colors vs what it rendered on top of.
AlphaCutoff Float
MaskTexture ITexture2D
MaskScale Float2
MaskOffset Float2
MaskMode MaskTextureMode
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.
ZTest ZTest Determines whether this object should render when it is in front of or behind other objects that respect depth 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
PolarUVmapping Bool
PolarPower Float

Usage

Examples

Related Components