Component:UnlitMaterial: Difference between revisions

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Automated: update component 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}}
|TintColor|ColorX|
|TintColor|ColorX|
|Texture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv2=true|
|Texture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv2=true|
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|MaskOffset|Float2|
|MaskOffset|Float2|
|MaskMode|MaskTextureMode|
|MaskMode|MaskTextureMode|
|BlendMode|BlendMode|
|BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}}
|AlphaCutoff|Float|
|AlphaCutoff|Float|
|UseVertexColors|Bool|
|UseVertexColors|Bool|
|VertexColorInterpolationSpace|ColorProfile|
|VertexColorInterpolationSpace|ColorProfile|
|Sidedness|Sidedness|
|Sidedness|Sidedness|{{Template:Material_Sidedness_Desc}}
|ZWrite|ZWrite|
|ZWrite|ZWrite|{{Template:Material_ZWrite_Desc}}
|OffsetTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv15=true|
|OffsetTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv15=true|
|OffsetMagnitude|Float2|
|OffsetMagnitude|Float2|
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|UsePerBillboardUV|Bool|
|UsePerBillboardUV|Bool|
|BillboardSize|Float2|
|BillboardSize|Float2|
|OffsetFactor|Float|
|OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}}
|OffsetUnits|Float|
|OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}}
|RenderQueue|Int|
|RenderQueue|Int|{{Template:Material_RenderQueue_Desc}}
|_unlit|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv33=true|
|_unlit|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv33=true|
|_unlitBillboard|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv34=true|
|_unlitBillboard|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv34=true|
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[[Category:ComponentStubs]]
[[Category:ComponentStubs]]
[[Category:Components{{#translation:}}|Unlit Material]]
[[Category:Components{{#translation:}}|Unlit Material]]
[[Category:Materials:Unlit{{#translation:}}|Unlit Material]]
[[Category:Materials{{#translation:}}|Unlit Material]]
[[Category:Components:Assets:Materials:Unlit{{#translation:}}|Unlit Material]]
[[Category:Components:Assets:Materials:Unlit{{#translation:}}|Unlit Material]]

Latest revision as of 00:50, 14 November 2024


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Component image 
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.
TintColor ColorX
Texture ITexture2D
TextureScale Float2
TextureOffset Float2
MaskTexture ITexture2D
MaskScale Float2
MaskOffset Float2
MaskMode MaskTextureMode
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.
OffsetTexture ITexture2D
OffsetMagnitude Float2
OffsetTextureScale Float2
OffsetTextureOffset Float2
PolarUVmapping Bool
PolarPower Float
StereoTextureTransform Bool
RightEyeTextureScale Float2
RightEyeTextureOffset Float2
DecodeAsNormalMap Bool
UseBillboardGeometry Bool
UsePerBillboardScale Bool
UsePerBillboardRotation Bool
UsePerBillboardUV Bool
BillboardSize Float2
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 Template:Material RenderQueue Desc
_unlit Shader
_unlitBillboard Shader

Usage

Examples

Related Components