m ProbablePrime moved page UI UnlitMaterial (Component) to Component:UI UnlitMaterial: Creating component Namespace |
989onan bot (talk | contribs) Automated: update '_shader' description,'Texture' description,'TextureScale' description,'TextureOffset' description,'Tint' description,'Overlay' description,'OverlayTint' description,'AlphaCutoff' description,'AlphaClip' description,'TextureMode' description,'MaskTexture' description,'MaskScale' description,'MaskOffset' description,'MaskMode' description, |
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{{Infobox Component | {{Infobox Component | ||
|Image=UI_UnlitMaterialComponent.png | |Image=UI_UnlitMaterialComponent.png | ||
|Name=UI Unlit Material | |Name=UI Unlit Material | ||
}} | }} | ||
The '''UI_UnlitMaterial''' component is used to show [[UIX]]. This material works best when rendered on a base, which the sample UIX made through the dev create new menu has by default. | |||
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== Fields == | == Fields == | ||
{{Table ComponentFields | {{Table ComponentFields | ||
|HighPriorityIntegration|Bool| | |HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | ||
|Rect|Rect| | |Rect|Rect| {{Template:Material_Rect}} | ||
|RectClip|Bool| | |RectClip|Bool| {{Template:Material_RectClip}} | ||
|ColorMask|ColorMask| | |ColorMask|ColorMask| {{Template:Material_ColorMask}} | ||
|StencilComparison|StencilComparison| | |StencilComparison|StencilComparison|{{Template:Material_StencilComparison_Desc}} | ||
|StencilOperation|StencilOperation| | |StencilOperation|StencilOperation|{{Template:Material_StencilOperation_Desc}} | ||
|StencilID|Byte| | |StencilID|Byte|{{Template:Material_StencilID_Desc}} | ||
|StencilWriteMask|Byte| | |StencilWriteMask|Byte|{{Template:Material_StencilWriteMask_Desc}} | ||
|StencilReadMask|Byte| | |StencilReadMask|Byte|{{Template:Material_StencilReadMask_Desc}} | ||
|RenderQueue|Int| | |RenderQueue|Int|{{Template:Material_RenderQueue_Desc}} | ||
|_shader| | |_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv10=true|{{Template:Material__shader}} | ||
|Texture| | |Texture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv11=true|{{Template:Material_Texture}} | ||
|TextureScale|Float2| | |TextureScale|Float2|{{Template:Material_TextureScale}} | ||
|TextureOffset|Float2| | |TextureOffset|Float2|{{Template:Material_TextureOffset}} | ||
|Tint| | |Tint|ColorX|{{Template:Material_Tint}} | ||
|Overlay|Bool| | |Overlay|Bool|{{Template:Material_Overlay}} | ||
|OverlayTint| | |OverlayTint|ColorX|{{Template:Material_OverlayTint}} | ||
|AlphaCutoff|Float| | |AlphaCutoff|Float|{{Template:Material_AlphaCutoff}} | ||
|AlphaClip|Bool| | |AlphaClip|Bool|{{Template:Material_AlphaClip}} | ||
|TextureMode|UnlitTextureMode| | |TextureMode|UnlitTextureMode|{{Template:Material_TextureMode}} | ||
|MaskTexture| | |MaskTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv20=true|{{Template:Material_MaskTexture}} | ||
|MaskScale|Float2| | |MaskScale|Float2|{{Template:Material_MaskScale}} | ||
|MaskOffset|Float2| | |MaskOffset|Float2|{{Template:Material_MaskOffset}} | ||
|MaskMode|MaskTextureMode| | |MaskMode|MaskTextureMode|{{Template:Material_MaskMode}} | ||
|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}} | ||
}} | }} | ||
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== Usage == | == Usage == | ||
{{stub}} | |||
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== Examples == | == Examples == | ||
{{stub}} | |||
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== | == See Also == | ||
</translate> | </translate> | ||
[[Category:Components{{#translation:}}|UI Unlit Material]] | [[Category:Components{{#translation:}}|UI Unlit Material]] | ||
[[Category:Materials:UI{{#translation:}}|UI Unlit Material]] | |||
[[Category:Materials{{#translation:}}|UI Unlit Material]] | |||
[[Category:Components:Assets:Materials:UI{{#translation:}}|UI Unlit Material]] | [[Category:Components:Assets:Materials:UI{{#translation:}}|UI Unlit Material]] |
Latest revision as of 20:44, 29 June 2025
Component image 
UI Unlit Material component as seen in the Scene Inspector

The UI_UnlitMaterial component is used to show UIX. This material works best when rendered on a base, which the sample UIX made through the dev create new menu has by default.
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. |
Rect
|
Rect | See RectClip on Materials. |
RectClip
|
Bool | Toggles if the material should use Rect
|
ColorMask
|
ColorMask | What colors behind the material should make it through the filter. |
StencilComparison
|
StencilComparison | See Type:StencilComparison for an in depth explanation on what this does. |
StencilOperation
|
StencilOperation | See Type:StencilOperation for an in depth explanation on what this does. |
StencilID
|
Byte | The Stencil ID of this material. This is sometimes written to the frame buffer's Stencil mask, or used to determine whether this material should render for a particular pixel. |
StencilWriteMask
|
Byte | does a Bitwise AND with this number for every pixel in the frame buffer this is rendering on top of when this object is drawn, after reading from the buffer. |
StencilReadMask
|
Byte | is bitwise ANDed with the Stencil in the frame buffer before the test compares them. |
RenderQueue
|
Int | changes at which point a material renders on the render stack |
_shader
|
Shader | Internal. |
Texture
|
ITexture2D | The texture to debug data for. |
TextureScale
|
Float2 | How much to scale up or down the different texture maps. |
TextureOffset
|
Float2 | How much to shift around the position of the different texture maps. |
Tint
|
ColorX | The color to multiply or tint by for the entire material. |
Overlay
|
Bool | Whether this material should render on top of everything |
OverlayTint
|
ColorX | what to tint the entire material as. |
AlphaCutoff
|
Float | If BlendMode is set to cutout, discard rendering of pixels for the surface that fall below this alpha threshold.
|
AlphaClip
|
Bool | Any alpha value below this amount is not rendered for any given pixel when cutout is enabled. |
TextureMode
|
UnlitTextureMode | How to use Texture .
|
MaskTexture
|
ITexture2D | The mask texture to use. |
MaskScale
|
Float2 | The UV scale of the mask texture. |
MaskOffset
|
Float2 | The UV offset of the mask texture. |
MaskMode
|
MaskTextureMode | How to apply the mask texture to the material. |
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 |
Usage
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Examples
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