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== Examples == | == Examples == | ||
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[[Category:Components{{#translation:}}|Reflection Material]] | [[Category:Components{{#translation:}}|Reflection Material]] | ||
[[Category:Materials:Special{{#translation:}}|Reflection Material]] | [[Category:Materials:Special{{#translation:}}|Reflection Material]] | ||
[[Category:Materials{{#translation:}}|Reflection Material]] | [[Category:Materials{{#translation:}}|Reflection Material]] | ||
[[Category:Components:Assets:Materials:Special{{#translation:}}|Reflection Material]] | [[Category:Components:Assets:Materials:Special{{#translation:}}|Reflection Material]] |
Latest revision as of 04:24, 31 January 2025
Component image 
Reflection Material component as seen in the Scene Inspector

Used with Camera Portals to render what the component sees into a visual result. Like mirrors, portals, a Tardis, gateways, and Non-Euclidean tunnels.
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. |
ReflectionTexture
|
ITexture2D | A texture usually generated by a Camera Portal or previously rendered by a Camera Portal. |
NormalMap
|
ITexture2D | What normal map to use on the reflected image. This can be used as a way to create an illusion of moving heat in a portal gateway, or to add irregularity in the surface of a mirror. |
NormalMapScale
|
Float2 | The scaling of the normal map across the rendered surface. |
NormalMapOffset
|
Float2 | The offset position of the normal map across the rendered surface. |
Distort
|
Float | How much effect the normal map should have on the reflection. |
TintColor
|
ColorX | What color to tint the projected image. |
BlendMode
|
BlendMode | How to blend this material's colors vs what it rendered on top of. |
AlphaCutoff
|
Float | If the reflected image has alpha, then render nothing for alpha below this threshold. |
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. |
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 | changes at which point a material renders on the render stack |
Usage
Attach to a slot and provide the needed render texture to view, which is usually generated by a camera portal. The material will then show either a mirror or portal like effect.
Examples
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