m ProbablePrime moved page UI UnlitMaterial (Component) to Component:UI UnlitMaterial: Creating component Namespace |
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, |
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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| | |_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv10=true| | ||
|Texture| | |Texture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv11=true| | ||
|TextureScale|Float2| | |TextureScale|Float2| | ||
|TextureOffset|Float2| | |TextureOffset|Float2| | ||
|Tint| | |Tint|ColorX| | ||
|Overlay|Bool| | |Overlay|Bool| | ||
|OverlayTint| | |OverlayTint|ColorX| | ||
|AlphaCutoff|Float| | |AlphaCutoff|Float| | ||
|AlphaClip|Bool| | |AlphaClip|Bool| | ||
|TextureMode|UnlitTextureMode| | |TextureMode|UnlitTextureMode| | ||
|MaskTexture| | |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
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 | See Type:StencilComparison for an in depth explanation on what this does. |
StencilOperation
|
StencilOperation | See Type:StencilOperation for an in depth explanation on what this does. |
StencilID
|
Byte | The Stencil ID of this material. This is sometimes written to the frame buffer's Stencil mask, or used to determine whether this material should render for a particular pixel. |
StencilWriteMask
|
Byte | does a Bitwise AND with this number for every pixel in the frame buffer this is rendering on top of when this object is drawn, after reading from the buffer. |
StencilReadMask
|
Byte | is bitwise ANDed with the Stencil in the frame buffer before the test compares them. |
RenderQueue
|
Int | changes at which point a material renders on the render stack |
_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 | Determines whether this object should render when it is in front of or behind other objects that respect depth 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 |