m ProbablePrime moved page OverlayFresnelMaterial (Component) to Component:OverlayFresnelMaterial: Creating component Namespace |
989onan bot (talk | contribs) Automated: update '_shader' description,'Exponent' description,'GammaCurve' description,'BehindFarColor' description,'BehindNearColor' description,'FrontFarColor' description,'FrontNearColor' description,'BehindFarTexture' description,'BehindNearTexture' description,'FrontFarTexture' description,'FrontNearTexture' description,'BehindFarTextureScale' description,'BehindFarTextureOffset' description,'BehindNearTextureScale' description,'BehindNearTextureOffset' description,'FrontFarTextureScale... |
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{{Infobox Component | {{Infobox Component | ||
|Image=OverlayFresnelMaterialComponent.png | |Image=OverlayFresnelMaterialComponent.png | ||
|Name=Overlay Fresnel Material | |Name=Overlay Fresnel Material | ||
}} | }} | ||
The Overlay Fresnel Material functions similar to a [[Component:FresnelMaterial | Fresnel Material]] with the added attribute of displaying through objects. | |||
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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|{{Template:Material__shader}} | ||
|Exponent|Float| | |Exponent|Float|{{Template:Material_Exponent}} | ||
|BehindFarColor| | |GammaCurve|Float|{{Template:Material_GammaCurve}} | ||
|BehindNearColor| | |BehindFarColor|ColorX|{{Template:Material_BehindFarColor}} | ||
|FrontFarColor| | |BehindNearColor|ColorX|{{Template:Material_BehindNearColor}} | ||
|FrontNearColor| | |FrontFarColor|ColorX|{{Template:Material_FrontFarColor}} | ||
|BehindFarTexture| | |FrontNearColor|ColorX|{{Template:Material_FrontNearColor}} | ||
|BehindNearTexture| | |BehindFarTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv8=true|{{Template:Material_BehindFarTexture}} | ||
|FrontFarTexture| | |BehindNearTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv9=true|{{Template:Material_BehindNearTexture}} | ||
|FrontNearTexture| | |FrontFarTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv10=true|{{Template:Material_FrontFarTexture}} | ||
|BehindFarTextureScale|Float2| | |FrontNearTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv11=true|{{Template:Material_FrontNearTexture}} | ||
|BehindFarTextureOffset|Float2| | |BehindFarTextureScale|Float2|{{Template:Material_BehindFarTextureScale}} | ||
|BehindNearTextureScale|Float2| | |BehindFarTextureOffset|Float2|{{Template:Material_BehindFarTextureOffset}} | ||
|BehindNearTextureOffset|Float2| | |BehindNearTextureScale|Float2|{{Template:Material_BehindNearTextureScale}} | ||
|FrontFarTextureScale|Float2| | |BehindNearTextureOffset|Float2|{{Template:Material_BehindNearTextureOffset}} | ||
|FrontFarTextureOffset|Float2| | |FrontFarTextureScale|Float2|{{Template:Material_FrontFarTextureScale}} | ||
|FrontNearTextureScale|Float2| | |FrontFarTextureOffset|Float2|{{Template:Material_FrontFarTextureOffset}} | ||
|FrontNearTextureOffset|Float2| | |FrontNearTextureScale|Float2|{{Template:Material_FrontNearTextureScale}} | ||
|NormalMap| | |FrontNearTextureOffset|Float2|{{Template:Material_FrontNearTextureOffset}} | ||
|BlendMode|BlendMode| | |NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv20=true|{{Template:Material_NormalMap}} | ||
|Sidedness|Sidedness| | |BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}} | ||
|ZWrite|ZWrite| | |Sidedness|Sidedness|{{Template:Material_Sidedness_Desc}} | ||
|RenderQueue|Int| | |ZWrite|ZWrite|{{Template:Material_ZWrite_Desc}} | ||
|OffsetFactor|Float| | |RenderQueue|Int|{{Template:Material_RenderQueue_Desc}} | ||
|OffsetUnits|Float| | |OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}} | ||
|PolarUVmapping|Bool| | |OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}} | ||
|PolarPower|Float| | |PolarUVmapping|Bool|{{Template:Material_PolarUVmapping}} | ||
|PolarPower|Float|{{Template:Material_PolarPower}} | |||
}} | }} | ||
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== Usage == | == Usage == | ||
Attach to a slot and put into the materials of a renderer like a [[Component:SkinnedMeshRenderer|SkinnedMeshRenderer]] or a [[Component:MeshRenderer|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 Fresnel Material]] | [[Category:Components{{#translation:}}|Overlay Fresnel Material]] | ||
[[Category:Materials:Unlit{{#translation:}}|Overlay Fresnel Material]] | |||
[[Category:Materials{{#translation:}}|Overlay Fresnel Material]] | |||
[[Category:Components:Assets:Materials:Unlit{{#translation:}}|Overlay Fresnel Material]] | [[Category:Components:Assets:Materials:Unlit{{#translation:}}|Overlay Fresnel Material]] |
Latest revision as of 20:43, 29 June 2025
Component image 
Overlay Fresnel Material component as seen in the Scene Inspector

The Overlay Fresnel Material functions similar to a Fresnel Material with the added attribute of displaying through objects.
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. |
Exponent
|
Float | The sharpness of the fresnel effect. |
GammaCurve
|
Float | The gamma curve of the material colors. |
BehindFarColor
|
ColorX | The far color tint when the material is behind things and being rendered on top. |
BehindNearColor
|
ColorX | The near color tint when the material is behind things and being rendered on top. |
FrontFarColor
|
ColorX | The far color tint when the material is within view. |
FrontNearColor
|
ColorX | The near color tint when the material is within view. |
BehindFarTexture
|
ITexture2D | The far texture when the material is behind things and being rendered on top. |
BehindNearTexture
|
ITexture2D | The near texture when the material is behind things and being rendered on top. |
FrontFarTexture
|
ITexture2D | The far texture when the material is within view. |
FrontNearTexture
|
ITexture2D | The near texture when the material is within view. |
BehindFarTextureScale
|
Float2 | The UV texture scale of BehindFarTexture .
|
BehindFarTextureOffset
|
Float2 | The UV texture offset of BehindFarTexture .
|
BehindNearTextureScale
|
Float2 | The UV texture scale of BehindNearTexture .
|
BehindNearTextureOffset
|
Float2 | The UV texture offset of BehindNearTexture .
|
FrontFarTextureScale
|
Float2 | The UV texture scale of FrontFarTexture .
|
FrontFarTextureOffset
|
Float2 | The UV texture offset of FrontFarTexture .
|
FrontNearTextureScale
|
Float2 | The UV texture scale of FrontNearTexture .
|
FrontNearTextureOffset
|
Float2 | The UV texture offset of FrontNearTexture .
|
NormalMap
|
ITexture2D | The normal map is used as a way to change the appearance of a surface when shined on by lights, to give the illusion of a raised surface. |
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. |
RenderQueue
|
Int | changes at which point a material renders on the render stack |
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 |
PolarUVmapping
|
Bool | Whether to use polar UV unwrapping. |
PolarPower
|
Float | The power of the polar UV unwrapping. |
Usage
Attach to a slot and put into the materials of a renderer like a SkinnedMeshRenderer or a MeshRenderer with a mesh to view what the material looks like.
Examples
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