Component:ReflectionMaterial: Difference between revisions

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add some info. I'm not a rendering guy so still a stub.
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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{{stub}}
{{Infobox Component
{{Infobox Component
|Image=ReflectionMaterialComponent.png
|Image=ReflectionMaterialComponent.png
|Name=Reflection Material
|Name=Reflection Material
}}
}}
Used with Camera Portals to render what the component sees into a visual result. Like mirrors, portals, a Tardis, gateways, and Non-Euclidean tunnels.


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|Distort|Float| How much effect the normal map should have on the reflection.
|Distort|Float| How much effect the normal map should have on the reflection.
|TintColor|ColorX| What color to tint the projected image.
|TintColor|ColorX| What color to tint the projected image.
|BlendMode|BlendMode| How to blend this material's colors vs what it rendered on top of.
|BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}}
|AlphaCutoff|Float| If the reflected image has alpha, then render nothing for alpha below this threshold.
|AlphaCutoff|Float| If the reflected image has alpha, then render nothing for alpha below this threshold.
|Sidedness|Sidedness| Render on both sides of the mesh, front, or back.
|Sidedness|Sidedness|{{Template:Material_Sidedness_Desc}}
|ZWrite|ZWrite| Whether to write this material's pixel data to the Z-Buffer.
|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}}
}}
}}


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== Usage ==
== Usage ==
Used with Camera Portals to render what the component sees into a visual result (like a mirror or portal)
Attach to a slot and provide the needed render texture to view, which is usually generated by a camera portal. The material will then show either a mirror or portal like effect.


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== Examples ==
== Examples ==
Mirrors, portals, a Tardis, gateways, Non-Euclidean tunnels.


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== Related Components ==
== See Also ==
* [[Component:CameraPortal|Camera Portal]]
* [[Component:CameraPortal]]
* [[Component:RenderTexture|Render Texture]]
* [[Component:RenderTextureProvider]]


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Latest revision as of 00:50, 14 November 2024

Component image 
Reflection Material component as seen in the Scene Inspector

Used with Camera Portals to render what the component sees into a visual result. Like mirrors, portals, a Tardis, gateways, and Non-Euclidean tunnels.

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 Internal.
ReflectionTexture ITexture2D A texture usually generated by a Camera Portal or previously rendered by a Camera Portal.
NormalMap ITexture2D What normal map to use on the reflected image. This can be used as a way to create an illusion of moving heat in a portal gateway, or to add irregularity in the surface of a mirror.
NormalMapScale Float2 The scaling of the normal map across the rendered surface.
NormalMapOffset Float2 The offset position of the normal map across the rendered surface.
Distort Float How much effect the normal map should have on the reflection.
TintColor ColorX What color to tint the projected image.
BlendMode BlendMode How to blend this material's colors vs what it rendered on top of.
AlphaCutoff Float If the reflected image has alpha, then render nothing for alpha below this threshold.
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

Attach to a slot and provide the needed render texture to view, which is usually generated by a camera portal. The material will then show either a mirror or portal like effect.

Examples

See Also