Component:UI UnlitMaterial: Difference between revisions

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m ProbablePrime moved page UI UnlitMaterial (Component) to Component:UI UnlitMaterial: Creating component Namespace
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}}
|Rect|Rect|
|Rect|Rect|
|RectClip|Bool|
|RectClip|Bool|
|ColorMask|ColorMask|
|ColorMask|ColorMask|
|StencilComparison|StencilComparison|
|StencilComparison|StencilComparison|{{Template:Material_StencilComparison_Desc}}
|StencilOperation|StencilOperation|
|StencilOperation|StencilOperation|{{Template:Material_StencilOperation_Desc}}
|StencilID|Byte|
|StencilID|Byte|{{Template:Material_StencilID_Desc}}
|StencilWriteMask|Byte|
|StencilWriteMask|Byte|{{Template:Material_StencilWriteMask_Desc}}
|StencilReadMask|Byte|
|StencilReadMask|Byte|{{Template:Material_StencilReadMask_Desc}}
|RenderQueue|Int|
|RenderQueue|Int|{{Template:Material_RenderQueue_Desc}}
|_shader|IAssetProvider`1|TypeString10=IAssetProvider<Shader>|
|_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv10=true|
|Texture|IAssetProvider`1|TypeString11=IAssetProvider<ITexture2D>|
|Texture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv11=true|
|TextureScale|Float2|
|TextureScale|Float2|
|TextureOffset|Float2|
|TextureOffset|Float2|
|Tint|Color|
|Tint|ColorX|
|Overlay|Bool|
|Overlay|Bool|
|OverlayTint|Color|
|OverlayTint|ColorX|
|AlphaCutoff|Float|
|AlphaCutoff|Float|
|AlphaClip|Bool|
|AlphaClip|Bool|
|TextureMode|UnlitTextureMode|
|TextureMode|UnlitTextureMode|
|MaskTexture|IAssetProvider`1|TypeString20=IAssetProvider<ITexture2D>|
|MaskTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv20=true|
|MaskScale|Float2|
|MaskScale|Float2|
|MaskOffset|Float2|
|MaskOffset|Float2|
|MaskMode|MaskTextureMode|
|MaskMode|MaskTextureMode|
|BlendMode|BlendMode|
|BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}}
|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}}
}}
}}


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

Latest revision as of 00:50, 14 November 2024


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Component image 
UI 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.
Rect Rect
RectClip Bool
ColorMask ColorMask
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
Texture ITexture2D
TextureScale Float2
TextureOffset Float2
Tint ColorX
Overlay Bool
OverlayTint ColorX
AlphaCutoff Float
AlphaClip Bool
TextureMode UnlitTextureMode
MaskTexture ITexture2D
MaskScale Float2
MaskOffset Float2
MaskMode MaskTextureMode
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
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

Usage

Examples

Related Components