Automated: update Fields, Categories |
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}} | ||
|TintColor|ColorX| | |TintColor|ColorX| | ||
|Texture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv2=true| | |Texture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv2=true| | ||
Line 20: | Line 20: | ||
|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| | ||
Line 41: | Line 41: | ||
|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| |
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. |
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 |