Component:UV RectMaterial: Difference between revisions

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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|IAssetProvider`1|TypeString1=IAssetProvider<Shader>|
|_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv1=true| Internal.
|Rect|Rect|
|Rect|Rect| The rectangle to render on the  material surface.
|OuterColor|Color|
|OuterColor|ColorX| The color for the rest of the material.
|InnerColor|Color|
|InnerColor|ColorX| The color inside the rectangle.
|ClipRect|Nullable`1|TypeString5=Nullable<Rect>|
|ClipRect|'''[[Type:Nullable`1|Nullable`1]]&lt;[[Type:Rect|Rect]]&gt;'''|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 ==
{{stub}}


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== Related Components ==
== See Also ==
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[[Category:ComponentStubs]]
[[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 
UV Rect Material component as seen in the Scene Inspector

The UV_RectMaterial component is a material that shows where a rect (rectangle) would be on a material surface.

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.
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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See Also