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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{{Infobox Component | {{Infobox Component | ||
|Image=UnlitMaterialComponent.png | |Image=UnlitMaterialComponent.png | ||
|Name=Unlit Material | |Name=Unlit Material | ||
}} | }} | ||
The '''UnlitMaterial''' component is a material that can render meshes without lighting at full bright. Optionally can render each vertex like a square that faces the user or a direction. It can also optionally render differently depending on which eye it is viewed from. This is used in the left and right cat item, and for 3D photos. | |||
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{{Table ComponentFields | {{Table ComponentFields | ||
|HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | |HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | ||
|TintColor|ColorX| | |TintColor|ColorX| The color to multiply or tint by for the entire material. | ||
|Texture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv2=true| | |Texture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv2=true| The texture to show on the mesh surface. | ||
|TextureScale|Float2| | |TextureScale|Float2| The scale of <code>Texture</code>. | ||
|TextureOffset|Float2| | |TextureOffset|Float2| The offset of <code>Texture</code>. | ||
|MaskTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv5=true| | |MaskTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv5=true| How to mask the Unlit Material. Is also used for alpha cutoff. | ||
|MaskScale|Float2| | |MaskScale|Float2| How to scale the mask texture. | ||
|MaskOffset|Float2| | |MaskOffset|Float2| How to offset the mask texture. | ||
|MaskMode|MaskTextureMode| | |MaskMode|MaskTextureMode| How the mask should be used. | ||
|BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}} | |BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}} | ||
|AlphaCutoff|Float| | |AlphaCutoff|Float| at what point that a an alpha value in a pixel in <code>Texture</code> below this value will be cut off and not rendered at all. | ||
|UseVertexColors|Bool| | |UseVertexColors|Bool| Whether the vertex colors of a mesh should be used for rendering the color for this material. | ||
|VertexColorInterpolationSpace|ColorProfile| | |VertexColorInterpolationSpace|ColorProfile| In what color space to interpolate colors between vertices. | ||
|Sidedness|Sidedness|{{Template:Material_Sidedness_Desc}} | |Sidedness|Sidedness|{{Template:Material_Sidedness_Desc}} | ||
|ZWrite|ZWrite|{{Template:Material_ZWrite_Desc}} | |ZWrite|ZWrite|{{Template:Material_ZWrite_Desc}} | ||
|OffsetTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv15=true| | |OffsetTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv15=true| The texture used to offset the positions of pixels. | ||
|OffsetMagnitude|Float2| | |OffsetMagnitude|Float2| How much to amplify the offset effect. | ||
|OffsetTextureScale|Float2| | |OffsetTextureScale|Float2| How much to scale the detail of the <code>OffsetTexture</code> | ||
|OffsetTextureOffset|Float2| | |OffsetTextureOffset|Float2| How much to offset the detail of the <code>OffsetTexture</code> | ||
|PolarUVmapping|Bool| | |PolarUVmapping|Bool| Whether or not to map the texture to the surface in a circular pattern. | ||
|PolarPower|Float| | |PolarPower|Float| The strength of the polar mapping. | ||
|StereoTextureTransform|Bool| | |StereoTextureTransform|Bool| Whether a texture on the surface should appear different in the right eye. | ||
|RightEyeTextureScale|Float2| | |RightEyeTextureScale|Float2| The override for texture in the right eye for scale. | ||
|RightEyeTextureOffset|Float2| | |RightEyeTextureOffset|Float2| The override for texture in the right eye for offset. | ||
|DecodeAsNormalMap|Bool| | |DecodeAsNormalMap|Bool| Whether to decode the textures as a normal map. | ||
|UseBillboardGeometry|Bool| | |UseBillboardGeometry|Bool| Whether to not render the surface, and instead render each vertex like a Particle with this material and texture. | ||
|UsePerBillboardScale|Bool| | |UsePerBillboardScale|Bool| Whether scaling of vertex points should be used for Billboard geometry positioning. | ||
|UsePerBillboardRotation|Bool| | |UsePerBillboardRotation|Bool| Whether rotation of vertex points should be used for Billboard geometry positioning. | ||
|UsePerBillboardUV|Bool| | |UsePerBillboardUV|Bool| Whether uv data of vertex points should be used for Billboard geometry positioning. | ||
|BillboardSize|Float2| | |BillboardSize|Float2| The base size for Billboard geometry. | ||
|OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}} | |OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}} | ||
|OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}} | |OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}} | ||
|RenderQueue|Int|{{Template:Material_RenderQueue_Desc}} | |RenderQueue|Int|{{Template:Material_RenderQueue_Desc}} | ||
|_unlit|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv33=true| | |_unlit|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv33=true| Internal. | ||
|_unlitBillboard|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv34=true| | |_unlitBillboard|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv34=true| Internal. | ||
}} | }} | ||
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== Usage == | == Usage == | ||
Attach to a slot and use the material Component in the list of materials on a [[Component:MeshRenderer]] or a [[Component:SkinnedMeshRenderer]] with a mesh to view what this material looks like. | |||
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== Examples == | == Examples == | ||
{{stub}} | |||
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== | == See Also == | ||
</translate> | </translate> | ||
[[Category:Components{{#translation:}}|Unlit Material]] | [[Category:Components{{#translation:}}|Unlit Material]] | ||
[[Category:Materials:Unlit{{#translation:}}|Unlit Material]] | [[Category:Materials:Unlit{{#translation:}}|Unlit Material]] | ||
[[Category:Materials{{#translation:}}|Unlit Material]] | [[Category:Materials{{#translation:}}|Unlit Material]] | ||
[[Category:Components:Assets:Materials:Unlit{{#translation:}}|Unlit Material]] | [[Category:Components:Assets:Materials:Unlit{{#translation:}}|Unlit Material]] |
Latest revision as of 05:34, 6 February 2025
Component image 
Unlit Material component as seen in the Scene Inspector

The UnlitMaterial component is a material that can render meshes without lighting at full bright. Optionally can render each vertex like a square that faces the user or a direction. It can also optionally render differently depending on which eye it is viewed from. This is used in the left and right cat item, and for 3D photos.
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. |
TintColor
|
ColorX | The color to multiply or tint by for the entire material. |
Texture
|
ITexture2D | The texture to show on the mesh surface. |
TextureScale
|
Float2 | The scale of Texture .
|
TextureOffset
|
Float2 | The offset of Texture .
|
MaskTexture
|
ITexture2D | How to mask the Unlit Material. Is also used for alpha cutoff. |
MaskScale
|
Float2 | How to scale the mask texture. |
MaskOffset
|
Float2 | How to offset the mask texture. |
MaskMode
|
MaskTextureMode | How the mask should be used. |
BlendMode
|
BlendMode | How to blend this material's colors vs what it rendered on top of. |
AlphaCutoff
|
Float | at what point that a an alpha value in a pixel in Texture below this value will be cut off and not rendered at all.
|
UseVertexColors
|
Bool | Whether the vertex colors of a mesh should be used for rendering the color for this material. |
VertexColorInterpolationSpace
|
ColorProfile | In what color space to interpolate colors between vertices. |
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. |
OffsetTexture
|
ITexture2D | The texture used to offset the positions of pixels. |
OffsetMagnitude
|
Float2 | How much to amplify the offset effect. |
OffsetTextureScale
|
Float2 | How much to scale the detail of the OffsetTexture
|
OffsetTextureOffset
|
Float2 | How much to offset the detail of the OffsetTexture
|
PolarUVmapping
|
Bool | Whether or not to map the texture to the surface in a circular pattern. |
PolarPower
|
Float | The strength of the polar mapping. |
StereoTextureTransform
|
Bool | Whether a texture on the surface should appear different in the right eye. |
RightEyeTextureScale
|
Float2 | The override for texture in the right eye for scale. |
RightEyeTextureOffset
|
Float2 | The override for texture in the right eye for offset. |
DecodeAsNormalMap
|
Bool | Whether to decode the textures as a normal map. |
UseBillboardGeometry
|
Bool | Whether to not render the surface, and instead render each vertex like a Particle with this material and texture. |
UsePerBillboardScale
|
Bool | Whether scaling of vertex points should be used for Billboard geometry positioning. |
UsePerBillboardRotation
|
Bool | Whether rotation of vertex points should be used for Billboard geometry positioning. |
UsePerBillboardUV
|
Bool | Whether uv data of vertex points should be used for Billboard geometry positioning. |
BillboardSize
|
Float2 | The base size for Billboard geometry. |
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 |
_unlit
|
Shader | Internal. |
_unlitBillboard
|
Shader | Internal. |
Usage
Attach to a slot and use the material Component in the list of materials on a Component:MeshRenderer or a Component:SkinnedMeshRenderer with a mesh to view what this material looks like.
Examples
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