Component:MatcapMaterial: Difference between revisions

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Created page with "<languages></languages> <translate> <!--T:1--> {{stub}} {{Infobox Component |Image=MatcapMaterialComponent.png |Name=Matcap Material }} <!--T:2--> == Fields == {{Table Compon..."
 
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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== Fields ==
== Fields ==
{{Table ComponentFields
{{Table ComponentFields
|HighPriorityIntegration|Bool|
|HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}}
|_shader|IAssetProvider`1|TypeString1=IAssetProvider<Shader>|
|_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv1=true|
|Matcap|IAssetProvider`1|TypeString2=IAssetProvider<ITexture2D>|
|Matcap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv2=true|
|NormalMap|IAssetProvider`1|TypeString3=IAssetProvider<ITexture2D>|
|NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv3=true|
|BlendMode|BlendMode|
|BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}}
|RenderQueue|Int|
|RenderQueue|Int|{{Template:Material_RenderQueue_Desc}}
}}
}}


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[[Category:ComponentStubs]]
[[Category:ComponentStubs]]
[[Category:Components{{#translation:}}|Matcap Material]]
[[Category:Components{{#translation:}}|Matcap Material]]
[[Category:Materials:Unlit{{#translation:}}|Matcap Material]]
[[Category:Materials{{#translation:}}|Matcap Material]]
[[Category:Components:Assets:Materials:Unlit{{#translation:}}|Matcap Material]]
[[Category:Components:Assets:Materials:Unlit{{#translation:}}|Matcap Material]]

Latest revision as of 00:50, 14 November 2024


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Component image 
Matcap Material component as seen in the Scene Inspector


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.
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
Matcap ITexture2D
NormalMap ITexture2D
BlendMode BlendMode How to blend this material's colors vs what it rendered on top of.
RenderQueue Int changes at which point a material renders on the render stack

Usage

Examples

Related Components