Component:OverlayUnlitMaterial: Difference between revisions

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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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{{stub}}
{{Infobox Component
{{Infobox Component
|Image=OverlayUnlitMaterialComponent.png
|Image=OverlayUnlitMaterialComponent.png
|Name=Overlay Unlit Material
|Name=Overlay Unlit Material
}}
}}
The '''OverlayUnlitMaterial''' component is a material that is similar to a [[Component:UnlitMaterial]] except it renders differently when in front or behind an object.


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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.
|BehindTintColor|ColorX|
|BehindTintColor|ColorX| The color tint when the material is behind an object.
|FrontTintColor|ColorX|
|FrontTintColor|ColorX| The color tint when the material is in front of an object.
|BehindTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv4=true|
|BehindTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv4=true| The texture to use when the material is behind an object.
|BehindTextureScale|Float2|
|BehindTextureScale|Float2| The UV scale of <code>BehindTexture</code>.
|BehindTextureOffset|Float2|
|BehindTextureOffset|Float2| The UV offset of <code>BehindTexture</code>.
|FrontTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv7=true|
|FrontTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv7=true| The texture to use when the material is in front of an object.
|FrontTextureScale|Float2|
|FrontTextureScale|Float2| The UV scale of <code>FrontTexture</code>.
|FrontTextureOffset|Float2|
|FrontTextureOffset|Float2| The UV offset of <code>FrontTexture</code>.
|BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}}
|BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}}
|AlphaCutoff|Float|
|AlphaCutoff|Float| Pixels with less alpha than this are not rendered at all.
|UseVertexColors|Bool|
|UseVertexColors|Bool| Whether to use the vertex colors from a mesh.
|VertexColorInterpolationSpace|ColorProfile|
|VertexColorInterpolationSpace|ColorProfile| How to interpolate the color 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}}
|PolarUVmapping|Bool|
|PolarUVmapping|Bool| Whether to use polar UV mapping.
|PolarPower|Float|
|PolarPower|Float| How much power should the polar UV mapping have?
|OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}}
|OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}}
|OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}}
|OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}}
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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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== Related Components ==
== See Also ==
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[[Category:ComponentStubs]]
[[Category:Components{{#translation:}}|Overlay Unlit Material]]
[[Category:Components{{#translation:}}|Overlay Unlit Material]]
[[Category:Materials:Unlit{{#translation:}}|Overlay Unlit Material]]
[[Category:Materials:Unlit{{#translation:}}|Overlay Unlit Material]]
[[Category:Materials{{#translation:}}|Overlay Unlit Material]]
[[Category:Materials{{#translation:}}|Overlay Unlit Material]]
[[Category:Components:Assets:Materials:Unlit{{#translation:}}|Overlay Unlit Material]]
[[Category:Components:Assets:Materials:Unlit{{#translation:}}|Overlay Unlit Material]]

Latest revision as of 21:17, 9 February 2025

Component image 
Overlay Unlit Material component as seen in the Scene Inspector

The OverlayUnlitMaterial component is a material that is similar to a Component:UnlitMaterial except it renders differently when in front or behind an object.

Fields

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.
BehindTintColor ColorX The color tint when the material is behind an object.
FrontTintColor ColorX The color tint when the material is in front of an object.
BehindTexture ITexture2D The texture to use when the material is behind an object.
BehindTextureScale Float2 The UV scale of BehindTexture.
BehindTextureOffset Float2 The UV offset of BehindTexture.
FrontTexture ITexture2D The texture to use when the material is in front of an object.
FrontTextureScale Float2 The UV scale of FrontTexture.
FrontTextureOffset Float2 The UV offset of FrontTexture.
BlendMode BlendMode How to blend this material's colors vs what it rendered on top of.
AlphaCutoff Float Pixels with less alpha than this are not rendered at all.
UseVertexColors Bool Whether to use the vertex colors from a mesh.
VertexColorInterpolationSpace ColorProfile How to interpolate the color 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.
PolarUVmapping Bool Whether to use polar UV mapping.
PolarPower Float How much power should the polar UV mapping have?
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 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

This article or section is a Stub. You can help the Resonite Wiki by expanding it.


See Also