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=FresnelMaterialComponent.png | |Image=FresnelMaterialComponent.png | ||
|Name=Fresnel Material | |Name=Fresnel Material | ||
}} | }} | ||
The '''FresnelLerpMaterial''' component is a material that can be used to make a fresnel effect. | |||
Far on this material is the geometry facing away from the camera and near is the geometry facing towards the camera. | |||
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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. | ||
|Exponent|Float| | |Exponent|Float| The sharpness of the fresnel effect. | ||
|GammaCurve|Float| | |GammaCurve|Float| The gamma effect of the material. | ||
|FarColor|ColorX| | |FarColor|ColorX| The color tint of geometry facing away from the camera. | ||
|NearColor|ColorX| | |NearColor|ColorX| The color tint of geometry facing towards the camera. | ||
|FarTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv6=true| | |FarTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv6=true| The texture for the geometry facing away from the camera. | ||
|NearTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv7=true| | |NearTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv7=true| The texture for geometry facing towards the camera. | ||
|FarTextureScale|Float2| | |FarTextureScale|Float2| The UV scale of the far texture. | ||
|FarTextureOffset|Float2| | |FarTextureOffset|Float2| The UV offset of the far texture. | ||
|NearTextureScale|Float2| | |NearTextureScale|Float2| The UV scale of the near texture. | ||
|NearTextureOffset|Float2| | |NearTextureOffset|Float2| The UV offset of the near texture. | ||
|NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv12=true| | |NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv12=true| The normal map of the fresnel data, which is lighting direction data. | ||
|NormalScale|Float| | |NormalScale|Float| The amplification of the normal effect. | ||
|UseVertexColors|Bool| | |UseVertexColors|Bool| Whether the material should use vertex colors from the mesh. | ||
|VertexColorInterpolationSpace|ColorProfile| | |VertexColorInterpolationSpace|ColorProfile| How to interpolate vertex colors on the mesh. | ||
|BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}} | |BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}} | ||
|AlphaCutoff|Float| | |AlphaCutoff|Float| Pixels with alpha below this value on the mask texture are just not rendered at all. | ||
|MaskTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv18=true| | |MaskTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv18=true| The mask texture to use. | ||
|MaskScale|Float2| | |MaskScale|Float2| The UV scale of the mask texture. | ||
|MaskOffset|Float2| | |MaskOffset|Float2| The UV offset of the mask texture. | ||
|MaskMode|MaskTextureMode| | |MaskMode|MaskTextureMode| How to apply the mask texture to the material. | ||
|Sidedness|Sidedness|{{Template:Material_Sidedness_Desc}} | |Sidedness|Sidedness|{{Template:Material_Sidedness_Desc}} | ||
|ZWrite|ZWrite|{{Template:Material_ZWrite_Desc}} | |ZWrite|ZWrite|{{Template:Material_ZWrite_Desc}} | ||
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|OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}} | |OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}} | ||
|RenderQueue|Int|{{Template:Material_RenderQueue_Desc}} | |RenderQueue|Int|{{Template:Material_RenderQueue_Desc}} | ||
|PolarUVmapping|Bool| | |PolarUVmapping|Bool| Whether to use polar UV unwrapping. | ||
|PolarPower|Float| | |PolarPower|Float| The power of the polar UV unwrapping. | ||
}} | }} | ||
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== Usage == | == Usage == | ||
Attach to a slot and put into the materials of a renderer like a [[Component:SkinnedMeshRenderer]] or a [[Component:MeshRenderer]] with a mesh to view what the material looks like. | |||
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== Examples == | == Examples == | ||
{{stub}} | |||
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== | == See Also == | ||
</translate> | </translate> | ||
[[Category:Components{{#translation:}}|Fresnel Material]] | [[Category:Components{{#translation:}}|Fresnel Material]] | ||
[[Category:Materials:Unlit{{#translation:}}|Fresnel Material]] | [[Category:Materials:Unlit{{#translation:}}|Fresnel Material]] | ||
[[Category:Materials{{#translation:}}|Fresnel Material]] | [[Category:Materials{{#translation:}}|Fresnel Material]] | ||
[[Category:Components:Assets:Materials:Unlit{{#translation:}}|Fresnel Material]] | [[Category:Components:Assets:Materials:Unlit{{#translation:}}|Fresnel Material]] |
Latest revision as of 20:52, 9 February 2025
Component image 
Fresnel Material component as seen in the Scene Inspector

The FresnelLerpMaterial component is a material that can be used to make a fresnel effect.
Far on this material is the geometry facing away from the camera and near is the geometry facing towards the camera.
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. |
Exponent
|
Float | The sharpness of the fresnel effect. |
GammaCurve
|
Float | The gamma effect of the material. |
FarColor
|
ColorX | The color tint of geometry facing away from the camera. |
NearColor
|
ColorX | The color tint of geometry facing towards the camera. |
FarTexture
|
ITexture2D | The texture for the geometry facing away from the camera. |
NearTexture
|
ITexture2D | The texture for geometry facing towards the camera. |
FarTextureScale
|
Float2 | The UV scale of the far texture. |
FarTextureOffset
|
Float2 | The UV offset of the far texture. |
NearTextureScale
|
Float2 | The UV scale of the near texture. |
NearTextureOffset
|
Float2 | The UV offset of the near texture. |
NormalMap
|
ITexture2D | The normal map of the fresnel data, which is lighting direction data. |
NormalScale
|
Float | The amplification of the normal effect. |
UseVertexColors
|
Bool | Whether the material should use vertex colors from the mesh. |
VertexColorInterpolationSpace
|
ColorProfile | How to interpolate vertex colors on the mesh. |
BlendMode
|
BlendMode | How to blend this material's colors vs what it rendered on top of. |
AlphaCutoff
|
Float | Pixels with alpha below this value on the mask texture are just not rendered at all. |
MaskTexture
|
ITexture2D | The mask texture to use. |
MaskScale
|
Float2 | The UV scale of the mask texture. |
MaskOffset
|
Float2 | The UV offset of the mask texture. |
MaskMode
|
MaskTextureMode | How to apply the mask texture to the material. |
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 |
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 |
PolarUVmapping
|
Bool | Whether to use polar UV unwrapping. |
PolarPower
|
Float | The power of the polar UV unwrapping. |
Usage
Attach to a slot and put into the materials of a renderer like a Component:SkinnedMeshRenderer or a Component:MeshRenderer with a mesh to view what the material looks like.
Examples
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