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{{Infobox Component | {{Infobox Component | ||
|Image=UV_RectMaterialComponent.png | |Image=UV_RectMaterialComponent.png | ||
|Name=UV Rect Material | |Name=UV Rect Material | ||
}} | }} | ||
The '''UV_RectMaterial''' component is a material that shows where a rect (rectangle) would be on a material surface. | |||
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== Fields == | == Fields == | ||
{{Table ComponentFields | {{Table ComponentFields | ||
|HighPriorityIntegration|Bool| | |HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | ||
|_shader| | |_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv1=true| Internal. | ||
|Rect|Rect| | |Rect|Rect| The rectangle to render on the material surface. | ||
|OuterColor| | |OuterColor|ColorX| The color for the rest of the material. | ||
|InnerColor| | |InnerColor|ColorX| The color inside the rectangle. | ||
|ClipRect|Nullable`1| | |ClipRect|'''[[Type:Nullable`1|Nullable`1]]<[[Type:Rect|Rect]]>'''|TypeAdv5=true| {{Template:Material_Rect}} | ||
|BlendMode|BlendMode| | |BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}} | ||
|Sidedness|Sidedness| | |Sidedness|Sidedness|{{Template:Material_Sidedness_Desc}} | ||
|ZWrite|ZWrite| | |ZWrite|ZWrite|{{Template:Material_ZWrite_Desc}} | ||
|ZTest|ZTest| | |ZTest|ZTest|{{Template:Material_ZTest_Desc}} | ||
|OffsetFactor|Float| | |OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}} | ||
|OffsetUnits|Float| | |OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}} | ||
|RenderQueue|Int| | |RenderQueue|Int|{{Template:Material_RenderQueue_Desc}} | ||
}} | }} | ||
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== Usage == | == Usage == | ||
Attach to a slot and put into the materials list of either a [[Component:MeshRenderer]] or [[Component:SkinnedMeshRenderer]] with a mesh to see what it looks like. | |||
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== Examples == | == Examples == | ||
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== | == See Also == | ||
</translate> | </translate> | ||
[[Category:Components{{#translation:}}|UV Rect Material]] | [[Category:Components{{#translation:}}|UV Rect Material]] | ||
[[Category:Materials:Special{{#translation:}}|UV Rect Material]] | |||
[[Category:Materials{{#translation:}}|UV Rect Material]] | |||
[[Category:Components:Assets:Materials:Special{{#translation:}}|UV Rect Material]] | [[Category:Components:Assets:Materials:Special{{#translation:}}|UV Rect Material]] |
Latest revision as of 05:08, 6 February 2025
Component image ![](/images/thumb/1/19/UV_RectMaterialComponent.png/510px-UV_RectMaterialComponent.png)
UV Rect Material component as seen in the Scene Inspector
![](/images/thumb/1/19/UV_RectMaterialComponent.png/510px-UV_RectMaterialComponent.png)
The UV_RectMaterial component is a material that shows where a rect (rectangle) would be on a material surface.
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. |
Rect
|
Rect | The rectangle to render on the material surface. |
OuterColor
|
ColorX | The color for the rest of the material. |
InnerColor
|
ColorX | The color inside the rectangle. |
ClipRect
|
Nullable`1<Rect> | See RectClip on Materials. |
BlendMode
|
BlendMode | How to blend this material's colors vs what it rendered on top of. |
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 |
Usage
Attach to a slot and put into the materials list of either a Component:MeshRenderer or Component:SkinnedMeshRenderer with a mesh to see what it looks like.
Examples
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