Component:GrayscaleMaterial: Difference between revisions

From Resonite Wiki
Automated: update component fields
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,
 
(4 intermediate revisions by 3 users not shown)
Line 16: Line 16:
== Usage ==
== Usage ==
{{Table ComponentFields
{{Table ComponentFields
|HighPriorityIntegration|Bool| {{stub}}
|HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}}
|Rect|Rect| {{stub}}
|Rect|Rect| {{stub}}
|RectClip|Bool| {{stub}}
|RectClip|Bool| {{stub}}
|ColorMask|ColorMask|The color channels to affect
|ColorMask|ColorMask|The color channels to affect
|StencilComparison|StencilComparison| {{stub}}
|StencilComparison|StencilComparison|{{Template:Material_StencilComparison_Desc}}
|StencilOperation|StencilOperation| {{stub}}
|StencilOperation|StencilOperation|{{Template:Material_StencilOperation_Desc}}
|StencilID|Byte| {{stub}}
|StencilID|Byte|{{Template:Material_StencilID_Desc}}
|StencilWriteMask|Byte| {{stub}}
|StencilWriteMask|Byte|{{Template:Material_StencilWriteMask_Desc}}
|StencilReadMask|Byte| {{stub}}
|StencilReadMask|Byte|{{Template:Material_StencilReadMask_Desc}}
|RenderQueue|Int| {{stub}}
|RenderQueue|Int|{{Template:Material_RenderQueue_Desc}}
|_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv10=true| {{stub}}
|_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv10=true| {{stub}}
|RatioRed|Float|The proportion of red to use for grayscale computation
|RatioRed|Float|The proportion of red to use for grayscale computation
Line 32: Line 32:
|Lerp|Float|How much to passthrough of the original (0) or use the filter (1)
|Lerp|Float|How much to passthrough of the original (0) or use the filter (1)
|Gradient|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv15=true|A texture which maps black values on its far left and white values on its far right
|Gradient|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv15=true|A texture which maps black values on its far left and white values on its far right
|BlendMode|BlendMode| {{stub}}
|BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}}
|Sidedness|Sidedness| {{stub}}
|Sidedness|Sidedness|{{Template:Material_Sidedness_Desc}}
|ZWrite|ZWrite| {{stub}}
|ZWrite|ZWrite|{{Template:Material_ZWrite_Desc}}
|ZTest|ZTest| {{stub}}
|ZTest|ZTest|{{Template:Material_ZTest_Desc}}
}}
}}


Line 63: Line 63:
[[Category:Components{{#translation:}}|Grayscale Material]]
[[Category:Components{{#translation:}}|Grayscale Material]]
[[Category:Components:Assets:Materials:Filters{{#translation:}}|Grayscale Material]]
[[Category:Components:Assets:Materials:Filters{{#translation:}}|Grayscale Material]]
[[Category:Materials]]
[[Category:Materials:Filters{{#translation:}}|Grayscale Material]]
[[Category:Materials{{#translation:}}|Grayscale Material]]

Latest revision as of 00:50, 14 November 2024


This article or section is a Stub. You can help the Resonite Wiki by expanding it.


Component image 
GrayscaleMaterial component as seen in the Scene Inspector


Introduction

GrayscaleMaterial is a material that allows the mapping of grayscale values from 0 to 1 to any other value. This is analogous to the Color Ramp node in Blender. A common misconception is that this can only produce black and white values, however that is only the default gradient, and a user-provided Gradient texture allows for various colored effects.

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.
Rect Rect This article or section is a Stub. You can help the Resonite Wiki by expanding it.
RectClip Bool This article or section is a Stub. You can help the Resonite Wiki by expanding it.
ColorMask ColorMask The color channels to affect
StencilComparison StencilComparison Template:Material StencilComparison Desc
StencilOperation StencilOperation Template:Material StencilOperation Desc
StencilID Byte Template:Material StencilID Desc
StencilWriteMask Byte Template:Material StencilWriteMask Desc
StencilReadMask Byte Template:Material StencilReadMask Desc
RenderQueue Int Template:Material RenderQueue Desc
_shader Shader This article or section is a Stub. You can help the Resonite Wiki by expanding it.
RatioRed Float The proportion of red to use for grayscale computation
RatioGreen Float The proportion of green to use for grayscale computation
RatioBlue Float The proportion of blue to use for grayscale computation
Lerp Float How much to passthrough of the original (0) or use the filter (1)
Gradient ITexture2D A texture which maps black values on its far left and white values on its far right
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.
ZTest ZTest Template:Material ZTest Desc

Behavior

This material acts as a filter which applies on top of other materials.

It first computes a grayscale value for all pixels that overlap with the filter which is computed through a weighted combination of Red, Green, and Blue values that can be directly controlled through the respective ratio inputs.

A user-provided Gradient texture defines how these values are then remapped. The leftmost part of this texture defines what color will correspond to Black (0) and the rightmost part of this texture defines the color that maps to White (1). It is important to set the WrapModeU of this texture to Clamp or else it will bleed values from either side of the texture.

The Lerp field allows you to transition between having the filter off (0) and fully on (1).


Examples

Grayscale Filter Lerp 0
Without GrayscaleMaterial applied
Grayscale Filter Default
Default GrayscaleMaterial
Rainbow Grayscale Filter
GrayscaleMaterial with a rainbow Gradient texture


Related Components