Component:UnlitDistanceLerpMaterial: Difference between revisions

From Resonite Wiki
Automated: update component fields
add info
 
(4 intermediate revisions by 2 users not shown)
Line 2: Line 2:
<translate>
<translate>
<!--T:1-->
<!--T:1-->
{{stub}}
{{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>.


<!--T:2-->
<!--T:2-->
== 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}}
}}
}}


<!--T:3-->
<!--T:3-->
== 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.


<!--T:4-->
<!--T:4-->
== Examples ==
== Examples ==
{{stub}}


<!--T:5-->
<!--T:5-->
== Related Components ==
== See Also ==
</translate>
</translate>
[[Category:ComponentStubs]]
[[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

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

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


See Also