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{{Infobox Component | {{Infobox Component | ||
|Image=GammaMaterialComponent.png | |Image=GammaMaterialComponent.png | ||
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== Usage == | == Usage == | ||
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== See Also == | == See Also == | ||
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[[Category:Components{{#translation:}}|Gamma Material]] | [[Category:Components{{#translation:}}|Gamma Material]] | ||
[[Category:Materials:Filters{{#translation:}}|Gamma Material]] | [[Category:Materials:Filters{{#translation:}}|Gamma Material]] | ||
[[Category:Materials{{#translation:}}|Gamma Material]] | [[Category:Materials{{#translation:}}|Gamma Material]] | ||
[[Category:Components:Assets:Materials:Filters{{#translation:}}|Gamma Material]] | [[Category:Components:Assets:Materials:Filters{{#translation:}}|Gamma Material]] |
Latest revision as of 17:26, 19 January 2025
Component image 
Gamma Material component as seen in the Scene Inspector

The GammaMaterial material modifies the gamma of colors it renders on top of.
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. Some components stop their functionality when this field is disabled, but some don't. |
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 | See RectClip on Materials. |
RectClip
|
Bool | Toggles if the material should use Rect
|
ColorMask
|
ColorMask | What colors behind the material should make it through the filter. |
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 | Internal. |
Gamma
|
Float | the gamma effect. |
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 |
Usage
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