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{{Infobox Component | {{Infobox Component | ||
|Image=UVTextureComponent.png | |Image=UVTextureComponent.png | ||
|Name= | |Name=UV Texture | ||
}} | }} | ||
The '''UVTexture''' component is used to procedurally generate texture data for a debug uv texture image that is colored red and green based on the x and y coordinates at any given point on an image. | |||
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== Fields == | == Fields == | ||
{{Table ComponentFields | {{Table ComponentFields | ||
|HighPriorityIntegration|Bool| | |HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | ||
|FilterMode|TextureFilterMode| | |FilterMode|TextureFilterMode| {{Template:Texture FilterMode Field}} | ||
|AnisotropicLevel|Int| | |AnisotropicLevel|Int| {{Template:Texture AnisotropicLevel Field}} | ||
|WrapModeU|TextureWrapMode| | |WrapModeU|TextureWrapMode| {{Template:Texture WrapMode Field|X}} | ||
|WrapModeV|TextureWrapMode| | |WrapModeV|TextureWrapMode| {{Template:Texture WrapMode Field|Y}} | ||
|MipmapBias|Float| | |MipmapBias|Float| {{Template:Texture MipmapBias Field}} | ||
|Size|Int2| | |Profile|ColorProfile| {{Template:Texture Profile Field}} | ||
|Mipmaps|Bool| | |Size|Int2| {{Template:ProceduralTexture Size Field}} | ||
|Format|TextureFormat| | |Mipmaps|Bool| {{Template:Texture Mipmaps Field}} | ||
|Format|TextureFormat| {{Template:Texture TextureFormat Field}} | |||
}} | |||
== Sync Delegates == | |||
{{Table ComponentTriggers | |||
|BakeTexture()|[[Type:Action|Action]]| {{Template:BakeTexture Sync Method}} | |||
}} | }} | ||
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== Usage == | == Usage == | ||
Used for debugging. can be put into any [[material]] to view what the texture would look like. | |||
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== Examples == | == Examples == | ||
{{stub}} | |||
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== | == See Also == | ||
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[[Category:Components{{#translation:}}|UVTexture]] | [[Category:Components{{#translation:}}|UVTexture]] | ||
[[Category:Components:Assets:Procedural Textures{{#translation:}}|UVTexture]] | [[Category:Components:Assets:Procedural Textures{{#translation:}}|UVTexture]] |
Latest revision as of 16:04, 19 November 2024
Component image
The UVTexture component is used to procedurally generate texture data for a debug uv texture image that is colored red and green based on the x and y coordinates at any given point on an image.
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. |
FilterMode
|
TextureFilterMode | How to handle the interpolation between pixels. |
AnisotropicLevel
|
Int | The levels of Anisotropic filtering distances when using Anisotropic for FilterMode
|
WrapModeU
|
TextureWrapMode | How to repeat or mirror the texture along the X axis. this goes into affect when X values are outside of the range [0.0 to 1.0]. |
WrapModeV
|
TextureWrapMode | How to repeat or mirror the texture along the Y axis. this goes into affect when Y values are outside of the range [0.0 to 1.0]. |
MipmapBias
|
Float | Whether to see lower resolution versions of the texture closer up or not (MipMaps). |
Profile
|
ColorProfile | The color profile to use for this texture's rendering. |
Size
|
Int2 | The size of the procedural texture in pixels. |
Mipmaps
|
Bool | Whether to enable the rendering of mipmaps, which are lower res textures at further distances from the camera to improve performance. |
Format
|
TextureFormat | TextureFormat describes how Texture's pixel are stored in the VRAM. |
Sync Delegates
Method Name | Method type and Arguments. | Description |
---|---|---|
BakeTexture()
|
Action | BakeTexture first generates a Component:StaticTexture2D that is the same as this procedural texture. The resulting static texture replaces every reference to the original procedural texture. Lastly the original procedural texture is deleted. |
Usage
Used for debugging. can be put into any material to view what the texture would look like.
Examples
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