Component:DepthProjectionMaterial: Difference between revisions

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m ProbablePrime moved page DepthProjectionMaterial (Component) to Component:DepthProjectionMaterial: Creating component Namespace
Automated: update 'HighPriorityIntegration' 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|
|Color|IAssetProvider`1|TypeString2=IAssetProvider<ITexture2D>|
|Color|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv2=true|
|Depth|IAssetProvider`1|TypeString3=IAssetProvider<ITexture2D>|
|Depth|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv3=true|
|DepthEncoding|DepthEncoding|
|DepthEncoding|DepthEncoding|
|ColorTextureOffset|Float2|
|ColorTextureOffset|Float2|
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[[Category:ComponentStubs]]
[[Category:ComponentStubs]]
[[Category:Components{{#translation:}}|Depth Projection Material]]
[[Category:Components{{#translation:}}|Depth Projection Material]]
[[Category:Materials:Unlit{{#translation:}}|Depth Projection Material]]
[[Category:Materials{{#translation:}}|Depth Projection Material]]
[[Category:Components:Assets:Materials:Unlit{{#translation:}}|Depth Projection Material]]
[[Category:Components:Assets:Materials:Unlit{{#translation:}}|Depth Projection Material]]

Latest revision as of 11:59, 1 August 2024


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This component is commonly used when importing depth videos and acts as a material that displaces vertices in 3D.

Component image 
Depth Projection 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
Color ITexture2D
Depth ITexture2D
DepthEncoding DepthEncoding
ColorTextureOffset Float2
ColorTextureScale Float2
DepthTextureOffset Float2
DepthTextureScale Float2
DepthFrom Float
DepthTo Float
FieldOfView Float2
NearClip Float
FarClip Float
DiscardThreshold Float
DiscardOffset Float
BlendMode BlendMode
ZWrite ZWrite

Usage

The material uses a file that has a greyscale video (representing depth at each pixel) and a normal color video in order to "overlay" the color info on top of the 3D distortion created by the greyscale input. There are texture2D slots for depth and color, meaning two separate files could be used given the DepthTextureOffset property is set to 0.

Examples

Related Components