Automated: update component fields |
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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== Usage == | == Usage == | ||
{{Table ComponentFields | {{Table ComponentFields | ||
|HighPriorityIntegration|Bool| | |HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | ||
|MainTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv1=true| | |MainTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv1=true| | ||
|Color|ColorX| | |Color|ColorX| | ||
|UseVertexColors|Bool| | |UseVertexColors|Bool| | ||
|VertexColorInterpolationSpace|ColorProfile| | |VertexColorInterpolationSpace|ColorProfile| | ||
|BlendMode|BlendMode| | |BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}} | ||
|ZWrite|ZWrite| | |ZWrite|ZWrite|{{Template:Material_ZWrite_Desc}} | ||
|AlphaClip|Float| | |AlphaClip|Float| | ||
|MainTextureScale|Float2| | |MainTextureScale|Float2| | ||
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|OcclusionMapOffset|Float2| | |OcclusionMapOffset|Float2| | ||
|OcclusionColor|ColorX| | |OcclusionColor|ColorX| | ||
|Outline|OutlineStyle|Defines the type of Outline to show on the material. | |Outline|'''[[#OutlineStyle|OutlineStyle]]'''|TypeAdv40=true|Defines the type of Outline to show on the material. | ||
|OutlineWidth|Float| | |OutlineWidth|Float| | ||
|OutlineColor|ColorX| | |OutlineColor|ColorX| | ||
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|SubsurfacePower|Float| | |SubsurfacePower|Float| | ||
|SubsurfaceScale|Float| | |SubsurfaceScale|Float| | ||
|OffsetFactor|Float| | |OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}} | ||
|OffsetUnits|Float| | |OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}} | ||
|Culling|Culling| | |Culling|Culling| | ||
|ColorMask|ColorMask| | |ColorMask|ColorMask| | ||
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|OcclusionUV|Int| | |OcclusionUV|Int| | ||
|EmissionUV|Int| | |EmissionUV|Int| | ||
|RenderQueue|Int| | |RenderQueue|Int|{{Template:Material_RenderQueue_Desc}} | ||
|__legacyCutout|Bool| | |__legacyCutout|Bool| | ||
|_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv74=true| | |_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv74=true| | ||
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== Behavior == | == Behavior == | ||
== OutlineStyle == | |||
{{Infobox Enum | |||
|name=OutlineStyle | |||
|type=FrooxEngine.XiexeToonMaterial+OutlineStyle | |||
|nested=true | |||
}} | |||
Defines the type of outline to show on the material. | |||
{{Table EnumValues | |||
|None|0|There will be no outline. | |||
|Lit|1|The outline will be lit. | |||
|Emissive|2|The outline will be emissive. | |||
}} | |||
== Examples == | == Examples == | ||
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== Related Components == | == Related Components == | ||
</translate> | </translate> | ||
[[Category:Components{{#translation:}}| | [[Category:Components{{#translation:}}|Xiexe Toon Material]] | ||
[[Category:Components:Assets:Materials{{#translation:}}| | [[Category:Components:Assets:Materials{{#translation:}}|Xiexe Toon Material]] | ||
[[Category:ComponentStubs]] | [[Category:ComponentStubs]] | ||
[[Category:Materials{{#translation:}}|Xiexe Toon Material]] | |||
[[Category:Components With Nested Enums{{#translation:}}|Xiexe Toon Material]] |
Latest revision as of 00:50, 14 November 2024
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Component image
Introduction
Usage
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. |
MainTexture
|
ITexture2D | |
Color
|
ColorX | |
UseVertexColors
|
Bool | |
VertexColorInterpolationSpace
|
ColorProfile | |
BlendMode
|
BlendMode | How to blend this material's colors vs what it rendered on top of. |
ZWrite
|
ZWrite | whether this material should respect the distance it is from the camera. |
AlphaClip
|
Float | |
MainTextureScale
|
Float2 | |
MainTextureOffset
|
Float2 | |
Saturation
|
Float | |
NormalMap
|
ITexture2D | |
NormalMapScale
|
Float2 | |
NormalMapOffset
|
Float2 | |
NormalScale
|
Float | |
Metallic
|
Float | |
Glossiness
|
Float | |
Reflectivity
|
Float | |
MetallicGlossMap
|
ITexture2D | |
MetallicGlossMapScale
|
Float2 | |
MetallicGlossMapOffset
|
Float2 | |
EmissionMap
|
ITexture2D | |
EmissionColor
|
ColorX | |
EmissionMapScale
|
Float2 | |
EmissionMapOffset
|
Float2 | |
RimColor
|
ColorX | |
RimAlbedoTint
|
Float | |
RimAttenuationEffect
|
Float | |
RimIntensity
|
Float | |
RimRange
|
Float | |
RimThreshold
|
Float | |
RimSharpness
|
Float | |
SpecularIntensity
|
Float | |
SpecularArea
|
Float | |
Matcap
|
ITexture2D | |
MatcapTint
|
ColorX | |
OcclusionMap
|
ITexture2D | |
OcclusionMapScale
|
Float2 | |
OcclusionMapOffset
|
Float2 | |
OcclusionColor
|
ColorX | |
Outline
|
OutlineStyle | Defines the type of Outline to show on the material. |
OutlineWidth
|
Float | |
OutlineColor
|
ColorX | |
OutlineAlbedoTint
|
Bool | |
OutlineMask
|
ITexture2D | Grayscale mask that determines relative thickeness of outline. Black is no outline. White is 100% of the OutlineWidth value. |
ShadowRamp
|
ITexture2D | |
ShadowRampMask
|
ITexture2D | Grayscale mask that selects which pixel row of the Shadow Ramp texture to use for a given texel. |
ShadowRampMaskScale
|
Float2 | |
ShadowRampMaskOffset
|
Float2 | |
ShadowRim
|
ColorX | |
ShadowSharpness
|
Float | |
ShadowRimRange
|
Float | |
ShadowRimThreshold
|
Float | |
ShadowRimSharpness
|
Float | |
ShadowRimAlbedoTint
|
Float | |
ThicknessMap
|
ITexture2D | |
ThicknessMapScale
|
Float2 | |
ThicknessMapOffset
|
Float2 | |
SubsurfaceColor
|
ColorX | |
SubsurfaceDistortion
|
Float | |
SubsurfacePower
|
Float | |
SubsurfaceScale
|
Float | |
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 |
Culling
|
Culling | |
ColorMask
|
ColorMask | |
AlbedoUV
|
Int | |
NormalUV
|
Int | |
MetallicUV
|
Int | |
ThicknessUV
|
Int | |
OcclusionUV
|
Int | |
EmissionUV
|
Int | |
RenderQueue
|
Int | Template:Material RenderQueue Desc |
__legacyCutout
|
Bool | |
_regular
|
Shader | |
_outline
|
Shader |
Behavior
OutlineStyle
Name: | OutlineStyle |
Type: | FrooxEngine.XiexeToonMaterial+OutlineStyle
|
Defines the type of outline to show on the material.
Name | Value | Description |
---|---|---|
None
|
0 | There will be no outline. |
Lit
|
1 | The outline will be lit. |
Emissive
|
2 | The outline will be emissive. |