| 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, |  add info | ||
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| <translate> | <translate> | ||
| <!--T:1--> | <!--T:1--> | ||
| {{Infobox Component | {{Infobox Component | ||
| |Image=MatcapMaterialComponent.png | |Image=MatcapMaterialComponent.png | ||
| |Name=Matcap Material | |Name=Matcap Material | ||
| }} | }} | ||
| The '''MatcapMaterial''' component is used to make fake reflections on a surface using a matcap texture. | |||
| <!--T:2--> | <!--T:2--> | ||
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| {{Table ComponentFields | {{Table ComponentFields | ||
| |HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | |HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | ||
| |_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv1=true| | |_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv1=true| Internal. | ||
| |Matcap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv2=true| | |Matcap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv2=true| A texture that looks like a sphere with reflection shading on it. Used to make the fake reflection map. | ||
| |NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv3=true| | |NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv3=true| Lighting shading modification data for the surface to make the illusion of a raised surface.  | ||
| |BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}} | |BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}} | ||
| |RenderQueue|Int|{{Template:Material_RenderQueue_Desc}} | |RenderQueue|Int|{{Template:Material_RenderQueue_Desc}} | ||
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| <!--T:3--> | <!--T:3--> | ||
| == Usage == | == Usage == | ||
| Attach to a slot and put into a [[Component:MeshRenderer]] or [[Component:SkinnedMeshRenderer]] with a mesh to see what the material looks like. | |||
| <!--T:4--> | <!--T:4--> | ||
| == Examples == | == Examples == | ||
| {{stub}} | |||
| <!--T:5--> | <!--T:5--> | ||
| ==  | == See Also == | ||
| </translate> | </translate> | ||
| [[Category:Components{{#translation:}}|Matcap Material]] | [[Category:Components{{#translation:}}|Matcap Material]] | ||
| [[Category:Materials:Unlit{{#translation:}}|Matcap Material]] | [[Category:Materials:Unlit{{#translation:}}|Matcap Material]] | ||
| [[Category:Materials{{#translation:}}|Matcap Material]] | [[Category:Materials{{#translation:}}|Matcap Material]] | ||
| [[Category:Components:Assets:Materials:Unlit{{#translation:}}|Matcap Material]] | [[Category:Components:Assets:Materials:Unlit{{#translation:}}|Matcap Material]] | ||
Revision as of 18:46, 24 January 2025
Component image 
Matcap Material component as seen in the Scene Inspector 

The MatcapMaterial component is used to make fake reflections on a surface using a matcap texture.
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. | 
| _shader | Shader | Internal. | 
| Matcap | ITexture2D | A texture that looks like a sphere with reflection shading on it. Used to make the fake reflection map. | 
| NormalMap | ITexture2D | Lighting shading modification data for the surface to make the illusion of a raised surface. | 
| BlendMode | BlendMode | How to blend this material's colors vs what it rendered on top of. | 
| RenderQueue | Int | changes at which point a material renders on the render stack | 
Usage
Attach to a slot and put into a Component:MeshRenderer or Component:SkinnedMeshRenderer with a mesh to see what the material looks like.
Examples
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