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add missing enum tables |
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== Fields == | == Fields == | ||
{{Table ComponentFields | {{Table ComponentFields | ||
|HighPriorityIntegration|Bool| | |HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | ||
|_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv1=true| | |_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv1=true| | ||
|Texture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv2=true| | |Texture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv2=true| | ||
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|RightEyeTextureOffset|Float2| | |RightEyeTextureOffset|Float2| | ||
|RightEyeTextureScale|Float2| | |RightEyeTextureScale|Float2| | ||
|Sidedness|Sidedness| | |Sidedness|Sidedness|{{Template:Material_Sidedness_Desc}} | ||
|ZWrite|ZWrite| | |ZWrite|ZWrite|{{Template:Material_ZWrite_Desc}} | ||
|ZTest|ZTest| | |ZTest|ZTest|{{Template:Material_ZTest_Desc}} | ||
|BlendMode|BlendMode| | |BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}} | ||
|OffsetFactor|Float| | |OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}} | ||
|OffsetUnits|Float| | |OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}} | ||
|MaxIntensity|'''[[Type:Nullable`1|Nullable`1]]<[[Type:Float|Float]]>'''|TypeAdv35=true| | |MaxIntensity|'''[[Type:Nullable`1|Nullable`1]]<[[Type:Float|Float]]>'''|TypeAdv35=true| | ||
|Rect|Rect| | |Rect|Rect| | ||
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|OffsetTextureScale|Float2| | |OffsetTextureScale|Float2| | ||
|OffsetMagnitude|Float2| | |OffsetMagnitude|Float2| | ||
|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}} | ||
}} | |||
== Mode == | |||
{{Table EnumValues | |||
}} | |||
== OutsideMode == | |||
{{Table EnumValues | |||
}} | |||
== TintMode == | |||
{{Table EnumValues | |||
}} | }} | ||
Latest revision as of 17:32, 19 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. |
_shader
|
Shader | |
Texture
|
ITexture2D | |
SecondaryTexture
|
ITexture2D | |
Cubemap
|
Cubemap | |
SecondaryCubemap
|
Cubemap | |
CubemapLOD
|
Nullable`1<Float> | |
TextureLerp
|
Float | |
Projection
|
Mode | |
FieldOfView
|
Float2 | |
AngleOffset
|
Float2 | |
PerspectiveFieldOfView
|
Float2 | |
PerspectiveAngleOffset
|
Float2 | |
Tint
|
ColorX | |
Exposure
|
Float | |
Gamma
|
Float | |
TintTexture
|
ITexture2D | |
TintTextureScale
|
Float2 | |
TintTextureOffset
|
Float2 | |
TintTextureMode
|
TintMode | |
Tint0
|
ColorX | |
Tint1
|
ColorX | |
OutsideMode
|
Outside | |
OutsideColor
|
ColorX | |
TextureOffset
|
Float2 | |
TextureScale
|
Float2 | |
StereoTextureTransform
|
Bool | |
RightEyeTextureOffset
|
Float2 | |
RightEyeTextureScale
|
Float2 | |
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 |
BlendMode
|
BlendMode | How to blend this material's colors vs what it rendered on top of. |
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 |
MaxIntensity
|
Nullable`1<Float> | |
Rect
|
Rect | |
RectClip
|
Bool | |
ColorMask
|
ColorMask | |
OffsetTexture
|
ITexture2D | |
OffsetMask
|
ITexture2D | |
OffsetTextureOffset
|
Float2 | |
OffsetTextureScale
|
Float2 | |
OffsetMagnitude
|
Float2 | |
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 |
Mode
Name | Value | Description |
---|
OutsideMode
Name | Value | Description |
---|
TintMode
Name | Value | Description |
---|