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=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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== | == See Also == | ||
</translate> | </translate> | ||
[[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
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
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