very simple description |
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, |
||
(2 intermediate revisions by 2 users not shown) | |||
Line 12: | Line 12: | ||
== 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 33: | Line 33: | ||
|FrontNearTextureOffset|Float2| | |FrontNearTextureOffset|Float2| | ||
|NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv20=true| | |NormalMap|{{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}} | ||
|RenderQueue|Int| | |RenderQueue|Int|{{Template:Material_RenderQueue_Desc}} | ||
|OffsetFactor|Float| | |OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}} | ||
|OffsetUnits|Float| | |OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}} | ||
|PolarUVmapping|Bool| | |PolarUVmapping|Bool| | ||
|PolarPower|Float| | |PolarPower|Float| |
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
The Overlay Fresnel Material functions similar to a Fresnel Material with the added attribute of displaying through objects.
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 | |
BehindFarColor
|
ColorX | |
BehindNearColor
|
ColorX | |
FrontFarColor
|
ColorX | |
FrontNearColor
|
ColorX | |
BehindFarTexture
|
ITexture2D | |
BehindNearTexture
|
ITexture2D | |
FrontFarTexture
|
ITexture2D | |
FrontNearTexture
|
ITexture2D | |
BehindFarTextureScale
|
Float2 | |
BehindFarTextureOffset
|
Float2 | |
BehindNearTextureScale
|
Float2 | |
BehindNearTextureOffset
|
Float2 | |
FrontFarTextureScale
|
Float2 | |
FrontFarTextureOffset
|
Float2 | |
FrontNearTextureScale
|
Float2 | |
FrontNearTextureOffset
|
Float2 | |
NormalMap
|
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. |
RenderQueue
|
Int | Template:Material RenderQueue Desc |
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 |
PolarUVmapping
|
Bool | |
PolarPower
|
Float |