Component:XiexeToonMaterial: Difference between revisions

From Resonite Wiki
stub, image name
no longer a stub
 
(13 intermediate revisions by 4 users not shown)
Line 7: Line 7:
|Name=Xiexe Toon Material
|Name=Xiexe Toon Material
}}
}}
 
The '''XiexeToonMaterial''' component was originally made to be a toon material Component, but is widely considered a robust material. It can recreate most effects of the poiyomi toon material when combined with drives, material stacking, and manual packing of texture channels to make the textures compatible.
<!--T:2-->
== Introduction ==


<!--T:3-->
<!--T:3-->
== Usage ==
== Fields ==
{{Table ComponentFields
{{Table ComponentFields
|HighPriorityIntegration|Bool|  
|HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}}
|MainTexture|ITexture2D|  
|MainTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv1=true| The main albedo texture.
|Color|Color|  
|Color|ColorX| The Albedo tint.
|UseVertexColors|Bool|  
|UseVertexColors|Bool| Whether the material should use the vertex colors of the mesh it is rendering on.
|BlendMode|BlendMode|  
|VertexColorInterpolationSpace|ColorProfile| How to interpolate vertex colors.
|ZWrite|ZWrite|  
|BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}}
|AlphaClip|Float|  
|ZWrite|ZWrite|{{Template:Material_ZWrite_Desc}}
|MainTextureScale|Float2|  
|AlphaClip|Float| Alpha colors below this value will not be rendered if alpha clip is turned on.
|MainTextureOffset|Float2|  
|MainTextureScale|Float2| The UV scale of <code>MainTexture</code>.
|Saturation|Float|  
|MainTextureOffset|Float2| The UV offset of <code>MainTexture</code>.
|NormalMap|ITexture2D|  
|Saturation|Float| The saturation multiplier of <code>MainTexture</code>.
|NormalMapScale|Float2|  
|NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv11=true| The normal map (lighting modification data) of the material.
|NormalMapOffset|Float2|  
|NormalMapScale|Float2| The UV scale of <code>NormalMap</code>.
|NormalScale|Float|  
|NormalMapOffset|Float2| The UV offset of <code>NormalMap</code>.
|Metallic|Float|  
|NormalScale|Float| How much to amplify the effect of <code>NormalMap</code>.
|Glossiness|Float|  
|Metallic|Float| The metallicness of the material in the absence of <code>MetallicGlossMap</code>.
|Reflectivity|Float|  
|Glossiness|Float| The glossiness of the material in the absence of <code>MetallicGlossMap</code>.
|MetallicGlossMap|ITexture2D|  
|Reflectivity|Float| The reflectivity of the material in the absence of <code>MetallicGlossMap</code>.
|MetallicGlossMapScale|Float2|  
|MetallicGlossMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv18=true| A packed channel texture for Metallic, glossyness, and reflectivity.
|MetallicGlossMapOffset|Float2|  
|MetallicGlossMapScale|Float2| The UV scaling of the <code>MetallicGlossMap</code>.
|EmissionMap|ITexture2D|  
|MetallicGlossMapOffset|Float2| The UV offset of the <code>MetallicGlossMap</code>.
|EmissionColor|Color|  
|EmissionMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv21=true| The emission or glowlyness of the material.
|EmissionMapScale|Float2|  
|EmissionColor|ColorX| The color tint to <code>EmissionMap</code>.
|EmissionMapOffset|Float2|  
|EmissionMapScale|Float2| The UV scale of the <code>EmissionMap</code>.
|RimColor|Color|  
|EmissionMapOffset|Float2| The UV offset of the <code>EmissionMap</code>.
|RimAlbedoTint|Float|  
|RimColor|ColorX| the color of the rim lighting.
|RimAttenuationEffect|Float|  
|RimAlbedoTint|Float| How much the rim lighting effects albedo tint.
|RimIntensity|Float|  
|RimAttenuationEffect|Float| The strength of the rim light
|RimRange|Float|  
|RimIntensity|Float| Brightness of rim lighting
|RimThreshold|Float|  
|RimRange|Float| Size of light area of the shadowramp
|RimSharpness|Float|  
|RimThreshold|Float| Size of rim light area
|SpecularIntensity|Float|  
|RimSharpness|Float| Definition of the shadowramp
|SpecularArea|Float|  
|SpecularIntensity|Float| Unused
|Matcap|ITexture2D|  
|SpecularArea|Float| Unused
|MatcapTint|Color|  
|Matcap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv34=true| The matcap texture which is a picture of a sphere which is used for fake reflections.
|OcclusionMap|ITexture2D|  
|MatcapTint|ColorX| The color tint to apply to <code>Matcap</code>.
|OcclusionMapScale|Float2|  
|OcclusionMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv36=true| The occlusion map which specifies areas that are close together like grooves.
|OcclusionMapOffset|Float2|  
|OcclusionMapScale|Float2| The UV scale of <code>OcclusionMap</code>
|OcclusionColor|Color|  
|OcclusionMapOffset|Float2| The UV offset of <code>OcclusionMap</code>.
|Outline|OutlineStyle|Defines the type of Outline to show on the material.  
|OcclusionColor|ColorX| The color of the occlusion effect.
|OutlineWidth|Float|  
|Outline|'''[[#OutlineStyle|OutlineStyle]]'''|TypeAdv40=true|Defines the type of Outline to show on the material.
|OutlineColor|Color|  
|OutlineWidth|Float| How thick the outline is.
|OutlineAlbedoTint|Bool|  
|OutlineColor|ColorX| The color the outline is.
|OutlineMask|ITexture2D| Grayscale mask that determines relative thickeness of outline. Black is no outline. White is 100% of the OutlineWidth value.  
|OutlineAlbedoTint|Bool| Whether the outline is tinted by albedo.
|ShadowRamp|ITexture2D|  
|OutlineMask|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv44=true| Grayscale mask that determines relative thickeness of outline. Black is no outline. White is 100% of the OutlineWidth value.
|ShadowRampMask|ITexture2D| Grayscale mask that selects which pixel row of the Shadow Ramp texture to use for a given texel.
|ShadowRamp|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv45=true| The shadow ramp used to influence what shadows look like on a model.
|ShadowRampMaskScale|Float2|  
|ShadowRampMask|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv46=true| Grayscale mask that selects which pixel row of the Shadow Ramp texture to use for a given texel.
|ShadowRampMaskOffset|Float2|  
|ShadowRampMaskScale|Float2| The UV scale of <code>ShadowRampMask</code>.
|ShadowRim|Color|
|ShadowRampMaskOffset|Float2| The UV offset of <code>ShadowRampMask</code>.
|ShadowSharpness|Float|  
|ShadowRim|ColorX| Color of the dark rim light
|ShadowRimRange|Float|  
|ShadowSharpness|Float| Definition of all shadows applied to the material
|ShadowRimThreshold|Float|  
|ShadowRimRange|Float| Size of the dark section of the shadowramp
|ShadowRimSharpness|Float|  
|ShadowRimThreshold|Float| Size of the dark section of the shadowramp
|ShadowRimAlbedoTint|Float|  
|ShadowRimSharpness|Float| Definition of the dark section of the shadowramp
|ThicknessMap|ITexture2D|  
|ShadowRimAlbedoTint|Float| How much the albedo color influences the dark section of the shadowramp
|ThicknessMapScale|Float2|  
|ThicknessMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv55=true| The thickness map of the surface. Used to make subsurface effects.
|ThicknessMapOffset|Float2|  
|ThicknessMapScale|Float2| The UV scale of <code>ThicknessMap</code>.
|SubsurfaceColor|Color|  
|ThicknessMapOffset|Float2| The UV offset of <code>ThicknessMap</code>
|SubsurfaceDistortion|Float|  
|SubsurfaceColor|ColorX| The color of the subsurface effect.
|SubsurfacePower|Float|  
|SubsurfaceDistortion|Float| Strength of subsurface color
|SubsurfaceScale|Float|  
|SubsurfacePower|Float| Strength of subsurface color
|OffsetFactor|Float|  
|SubsurfaceScale|Float| Strength of subsurface color
|OffsetUnits|Float|  
|OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}}
|Culling|Culling|  
|OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}}
|ColorMask|ColorMask|  
|Culling|Culling| {{Template:Material_Culling_Desc}}
|AlbedoUV|Int|  
|ColorMask|ColorMask| How to mask the colors this material effects as a filter.
|NormalUV|Int|  
|AlbedoUV|Int| The UV map index Albedo map should use.
|MetallicUV|Int|  
|NormalUV|Int| The UV map index normal map should use.
|ThicknessUV|Int|  
|MetallicUV|Int| The UV map index metallic map should use.
|OcclusionUV|Int|  
|ThicknessUV|Int| The UV map index Thickness map should use.
|EmissionUV|Int|  
|OcclusionUV|Int| The UV map index occlusion map should use.
|RenderQueue|Int|  
|EmissionUV|Int| The UV map index emission map should use.
|__legacyCutout|Bool|  
|RenderQueue|Int|{{Template:Material_RenderQueue_Desc}}
|_regular|Shader|  
|__legacyCutout|Bool| Internal.
|_outline|Shader|  
|_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv74=true| Internal.
|_outline|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv75=true| Internal.
}}
}}


<!--T:4-->
<!--T:4-->
== Behavior ==
== Usage ==
 
== OutlineStyle ==
 
{{Infobox Enum
|name=OutlineStyle
|type=FrooxEngine.XiexeToonMaterial+OutlineStyle
|nested=true
}}
 
Defines the type of outline to show on the material.
 
{{Table EnumValues
|None|0|There will be no outline.
|Lit|1|The outline will be lit.
|Emissive|2|The outline will be emissive.
}}


<!--T:5-->
== Examples ==
== Examples ==
{{stub}}


<!--T:6-->
<!--T:6-->
== Related Components ==
== See Also ==
</translate>
</translate>
[[Category:Components{{#translation:}}|XiexeToonMaterial (Component){{#translation:}}]]
[[Category:Components{{#translation:}}|Xiexe Toon Material]]
[[Category:Components:Assets:Materials{{#translation:}}|XiexeToonMaterial (Component){{#translation:}}]]
[[Category:Components:Assets:Materials{{#translation:}}|Xiexe Toon Material]]
[[Category:Materials]]
[[Category:Materials{{#translation:}}|Xiexe Toon Material]]
[[Category:ComponentStubs]]
[[Category:Components With Nested Enums{{#translation:}}|Xiexe Toon Material]]

Latest revision as of 16:37, 10 February 2025


This article or section is a Stub. You can help the Resonite Wiki by expanding it.


Component image 
Xiexe Toon Material component as seen in the Scene Inspector

The XiexeToonMaterial component was originally made to be a toon material Component, but is widely considered a robust material. It can recreate most effects of the poiyomi toon material when combined with drives, material stacking, and manual packing of texture channels to make the textures compatible.

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.
MainTexture ITexture2D The main albedo texture.
Color ColorX The Albedo tint.
UseVertexColors Bool Whether the material should use the vertex colors of the mesh it is rendering on.
VertexColorInterpolationSpace ColorProfile How to interpolate vertex colors.
BlendMode BlendMode How to blend this material's colors vs what it rendered on top of.
ZWrite ZWrite whether this material should respect the distance it is from the camera.
AlphaClip Float Alpha colors below this value will not be rendered if alpha clip is turned on.
MainTextureScale Float2 The UV scale of MainTexture.
MainTextureOffset Float2 The UV offset of MainTexture.
Saturation Float The saturation multiplier of MainTexture.
NormalMap ITexture2D The normal map (lighting modification data) of the material.
NormalMapScale Float2 The UV scale of NormalMap.
NormalMapOffset Float2 The UV offset of NormalMap.
NormalScale Float How much to amplify the effect of NormalMap.
Metallic Float The metallicness of the material in the absence of MetallicGlossMap.
Glossiness Float The glossiness of the material in the absence of MetallicGlossMap.
Reflectivity Float The reflectivity of the material in the absence of MetallicGlossMap.
MetallicGlossMap ITexture2D A packed channel texture for Metallic, glossyness, and reflectivity.
MetallicGlossMapScale Float2 The UV scaling of the MetallicGlossMap.
MetallicGlossMapOffset Float2 The UV offset of the MetallicGlossMap.
EmissionMap ITexture2D The emission or glowlyness of the material.
EmissionColor ColorX The color tint to EmissionMap.
EmissionMapScale Float2 The UV scale of the EmissionMap.
EmissionMapOffset Float2 The UV offset of the EmissionMap.
RimColor ColorX the color of the rim lighting.
RimAlbedoTint Float How much the rim lighting effects albedo tint.
RimAttenuationEffect Float The strength of the rim light
RimIntensity Float Brightness of rim lighting
RimRange Float Size of light area of the shadowramp
RimThreshold Float Size of rim light area
RimSharpness Float Definition of the shadowramp
SpecularIntensity Float Unused
SpecularArea Float Unused
Matcap ITexture2D The matcap texture which is a picture of a sphere which is used for fake reflections.
MatcapTint ColorX The color tint to apply to Matcap.
OcclusionMap ITexture2D The occlusion map which specifies areas that are close together like grooves.
OcclusionMapScale Float2 The UV scale of OcclusionMap
OcclusionMapOffset Float2 The UV offset of OcclusionMap.
OcclusionColor ColorX The color of the occlusion effect.
Outline OutlineStyle Defines the type of Outline to show on the material.
OutlineWidth Float How thick the outline is.
OutlineColor ColorX The color the outline is.
OutlineAlbedoTint Bool Whether the outline is tinted by albedo.
OutlineMask ITexture2D Grayscale mask that determines relative thickeness of outline. Black is no outline. White is 100% of the OutlineWidth value.
ShadowRamp ITexture2D The shadow ramp used to influence what shadows look like on a model.
ShadowRampMask ITexture2D Grayscale mask that selects which pixel row of the Shadow Ramp texture to use for a given texel.
ShadowRampMaskScale Float2 The UV scale of ShadowRampMask.
ShadowRampMaskOffset Float2 The UV offset of ShadowRampMask.
ShadowRim ColorX Color of the dark rim light
ShadowSharpness Float Definition of all shadows applied to the material
ShadowRimRange Float Size of the dark section of the shadowramp
ShadowRimThreshold Float Size of the dark section of the shadowramp
ShadowRimSharpness Float Definition of the dark section of the shadowramp
ShadowRimAlbedoTint Float How much the albedo color influences the dark section of the shadowramp
ThicknessMap ITexture2D The thickness map of the surface. Used to make subsurface effects.
ThicknessMapScale Float2 The UV scale of ThicknessMap.
ThicknessMapOffset Float2 The UV offset of ThicknessMap
SubsurfaceColor ColorX The color of the subsurface effect.
SubsurfaceDistortion Float Strength of subsurface color
SubsurfacePower Float Strength of subsurface color
SubsurfaceScale Float Strength of subsurface color
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
Culling Culling Whether to show the material on the front, back, or both sides
ColorMask ColorMask How to mask the colors this material effects as a filter.
AlbedoUV Int The UV map index Albedo map should use.
NormalUV Int The UV map index normal map should use.
MetallicUV Int The UV map index metallic map should use.
ThicknessUV Int The UV map index Thickness map should use.
OcclusionUV Int The UV map index occlusion map should use.
EmissionUV Int The UV map index emission map should use.
RenderQueue Int changes at which point a material renders on the render stack
__legacyCutout Bool Internal.
_regular Shader Internal.
_outline Shader Internal.

Usage

OutlineStyle

Nested Enum
Name: OutlineStyle
Type: FrooxEngine.XiexeToonMaterial+OutlineStyle

Defines the type of outline to show on the material.

Values
Name Value Description
None 0 There will be no outline.
Lit 1 The outline will be lit.
Emissive 2 The outline will be emissive.

Examples

This article or section is a Stub. You can help the Resonite Wiki by expanding it.


See Also