Component:OverlayUnlitMaterial: Difference between revisions

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Created page with "<languages></languages> <translate> <!--T:1--> {{stub}} {{Infobox Component |Image=OverlayUnlitMaterialComponent.png |Name=Overlay Unlit Material }} <!--T:2--> == 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,
 
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== Fields ==
== Fields ==
{{Table ComponentFields
{{Table ComponentFields
|HighPriorityIntegration|Bool|
|HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}}
|_shader|IAssetProvider`1|TypeString1=IAssetProvider<Shader>|
|_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv1=true|
|BehindTintColor|Color|
|BehindTintColor|ColorX|
|FrontTintColor|Color|
|FrontTintColor|ColorX|
|BehindTexture|IAssetProvider`1|TypeString4=IAssetProvider<ITexture2D>|
|BehindTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv4=true|
|BehindTextureScale|Float2|
|BehindTextureScale|Float2|
|BehindTextureOffset|Float2|
|BehindTextureOffset|Float2|
|FrontTexture|IAssetProvider`1|TypeString7=IAssetProvider<ITexture2D>|
|FrontTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv7=true|
|FrontTextureScale|Float2|
|FrontTextureScale|Float2|
|FrontTextureOffset|Float2|
|FrontTextureOffset|Float2|
|BlendMode|BlendMode|
|BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}}
|AlphaCutoff|Float|
|AlphaCutoff|Float|
|UseVertexColors|Bool|
|UseVertexColors|Bool|
|Sidedness|Sidedness|
|VertexColorInterpolationSpace|ColorProfile|
|ZWrite|ZWrite|
|Sidedness|Sidedness|{{Template:Material_Sidedness_Desc}}
|ZWrite|ZWrite|{{Template:Material_ZWrite_Desc}}
|PolarUVmapping|Bool|
|PolarUVmapping|Bool|
|PolarPower|Float|
|PolarPower|Float|
|OffsetFactor|Float|
|OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}}
|OffsetUnits|Float|
|OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}}
|RenderQueue|Int|
|RenderQueue|Int|{{Template:Material_RenderQueue_Desc}}
}}
}}


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[[Category:ComponentStubs]]
[[Category:ComponentStubs]]
[[Category:Components{{#translation:}}|Overlay Unlit Material]]
[[Category:Components{{#translation:}}|Overlay Unlit Material]]
[[Category:Materials:Unlit{{#translation:}}|Overlay Unlit Material]]
[[Category:Materials{{#translation:}}|Overlay Unlit Material]]
[[Category:Components:Assets:Materials:Unlit{{#translation:}}|Overlay Unlit Material]]
[[Category:Components:Assets:Materials:Unlit{{#translation:}}|Overlay Unlit Material]]

Latest revision as of 00:50, 14 November 2024


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Component image 
Overlay Unlit 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
BehindTintColor ColorX
FrontTintColor ColorX
BehindTexture ITexture2D
BehindTextureScale Float2
BehindTextureOffset Float2
FrontTexture ITexture2D
FrontTextureScale Float2
FrontTextureOffset Float2
BlendMode BlendMode How to blend this material's colors vs what it rendered on top of.
AlphaCutoff Float
UseVertexColors Bool
VertexColorInterpolationSpace ColorProfile
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.
PolarUVmapping Bool
PolarPower Float
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