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{{Infobox Component | {{Infobox Component | ||
|Image=UnlitDistanceLerpMaterialComponent.png | |Image=UnlitDistanceLerpMaterialComponent.png | ||
|Name=Unlit Distance Lerp Material | |Name=Unlit Distance Lerp Material | ||
}} | }} | ||
The '''UnlitDistanceLerpMaterial''' component changes it's surface depending on how close the material's surface is to a given <code>Point</code>. | |||
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== Fields == | == Fields == | ||
{{Table ComponentFields | {{Table ComponentFields | ||
|HighPriorityIntegration|Bool| | |HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | ||
|_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv1=true| | |_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv1=true| Internal. | ||
|LocalSpace|Bool| | |LocalSpace|Bool| Whether to calculate <code>Distance</code> and <code>Point</code> in local space. | ||
|Point|Float3| | |Point|Float3| The point to measure from. | ||
|Distance|Float| | |Distance|Float| The distance where the transition from near to far starts. | ||
|TransitionRange|Float| | |TransitionRange|Float| How much distance from near, far is. | ||
|NearTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv6=true| | |NearTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv6=true| The texture to show when this material is near to <code>Point</code>. | ||
|FarTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv7=true| | |FarTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv7=true| The texture to show when this material is far from <code>Point</code>. | ||
|NearTextureScale|Float2| | |NearTextureScale|Float2| The scale of the texture when near <code>Point</code>. | ||
|NearTextureOffset|Float2| | |NearTextureOffset|Float2| The offset of the texture when near <code>Point</code>. | ||
|FarTextureScale|Float2| | |FarTextureScale|Float2| The scale of the texture when far from <code>Point</code>. | ||
|FarTextureOffset|Float2| | |FarTextureOffset|Float2| The offset of the texture when far from <code>Point</code>. | ||
|NearColor|ColorX| | |NearColor|ColorX| The color tint of the texture when near <code>Point</code>. | ||
|FarColor|ColorX| | |FarColor|ColorX| The color tint of the texture when far from <code>Point</code>. | ||
|UseVertexColors|Bool| | |UseVertexColors|Bool| Whether to use mesh vertex colors when rendering | ||
|VertexColorInterpolationSpace|ColorProfile| | |VertexColorInterpolationSpace|ColorProfile| How to blend between vertex colors. | ||
|BlendMode|BlendMode| | |BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}} | ||
|AlphaCutoff|Float| | |AlphaCutoff|Float| if a pixels alpha is below this value, don't render it at all, else render fully opaque. | ||
|Sidedness|Sidedness| | |Sidedness|Sidedness|{{Template:Material_Sidedness_Desc}} | ||
|ZWrite|ZWrite| | |ZWrite|ZWrite|{{Template:Material_ZWrite_Desc}} | ||
|OffsetFactor|Float| | |OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}} | ||
|OffsetUnits|Float| | |OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}} | ||
|RenderQueue|Int| | |RenderQueue|Int|{{Template:Material_RenderQueue_Desc}} | ||
}} | }} | ||
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== Usage == | == Usage == | ||
Attach to a slot and use the material Component in the list of materials on a [[Component:MeshRenderer]] or a [[Component:SkinnedMeshRenderer]] with a mesh to view what this material looks like. | |||
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== Examples == | == Examples == | ||
{{stub}} | |||
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== | == See Also == | ||
</translate> | </translate> | ||
[[Category:Components{{#translation:}}|Unlit Distance Lerp Material]] | [[Category:Components{{#translation:}}|Unlit Distance Lerp Material]] | ||
[[Category:Materials:Unlit{{#translation:}}|Unlit Distance Lerp Material]] | |||
[[Category:Materials{{#translation:}}|Unlit Distance Lerp Material]] | |||
[[Category:Components:Assets:Materials:Unlit{{#translation:}}|Unlit Distance Lerp Material]] | [[Category:Components:Assets:Materials:Unlit{{#translation:}}|Unlit Distance Lerp Material]] |
Latest revision as of 05:42, 6 February 2025
Component image 
Unlit Distance Lerp Material component as seen in the Scene Inspector

The UnlitDistanceLerpMaterial component changes it's surface depending on how close the material's surface is to a given Point
.
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. |
LocalSpace
|
Bool | Whether to calculate Distance and Point in local space.
|
Point
|
Float3 | The point to measure from. |
Distance
|
Float | The distance where the transition from near to far starts. |
TransitionRange
|
Float | How much distance from near, far is. |
NearTexture
|
ITexture2D | The texture to show when this material is near to Point .
|
FarTexture
|
ITexture2D | The texture to show when this material is far from Point .
|
NearTextureScale
|
Float2 | The scale of the texture when near Point .
|
NearTextureOffset
|
Float2 | The offset of the texture when near Point .
|
FarTextureScale
|
Float2 | The scale of the texture when far from Point .
|
FarTextureOffset
|
Float2 | The offset of the texture when far from Point .
|
NearColor
|
ColorX | The color tint of the texture when near Point .
|
FarColor
|
ColorX | The color tint of the texture when far from Point .
|
UseVertexColors
|
Bool | Whether to use mesh vertex colors when rendering |
VertexColorInterpolationSpace
|
ColorProfile | How to blend between vertex colors. |
BlendMode
|
BlendMode | How to blend this material's colors vs what it rendered on top of. |
AlphaCutoff
|
Float | if a pixels alpha is below this value, don't render it at all, else render fully opaque. |
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. |
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 |
RenderQueue
|
Int | changes at which point a material renders on the render stack |
Usage
Attach to a slot and use the material Component in the list of materials on a Component:MeshRenderer or a Component:SkinnedMeshRenderer with a mesh to view what this material looks like.
Examples
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