Automated: update component fields |
989onan bot (talk | contribs) Automated: update 'TintColor' description,'Texture' description,'TextureScale' description,'TextureOffset' description,'MaskTexture' description,'MaskScale' description,'MaskOffset' description,'MaskMode' description,'AlphaCutoff' description,'UseVertexColors' description,'VertexColorInterpolationSpace' description,'OffsetTexture' description,'OffsetMagnitude' description,'OffsetTextureScale' description,'OffsetTextureOffset' description,'PolarUVmapping' description,'PolarPower' description,'... |
||
(5 intermediate revisions by 3 users not shown) | |||
Line 2: | Line 2: | ||
<translate> | <translate> | ||
<!--T:1--> | <!--T:1--> | ||
{{Infobox Component | {{Infobox Component | ||
|Image=UnlitMaterialComponent.png | |Image=UnlitMaterialComponent.png | ||
|Name=Unlit Material | |Name=Unlit Material | ||
}} | }} | ||
The '''UnlitMaterial''' component is a material that can render meshes without lighting at full bright. Optionally can render each vertex like a square that faces the user or a direction. It can also optionally render differently depending on which eye it is viewed from. This is used in the left and right cat item, and for 3D photos. | |||
<!--T:2--> | <!--T:2--> | ||
== Fields == | == Fields == | ||
{{Table ComponentFields | {{Table ComponentFields | ||
|HighPriorityIntegration|Bool| | |HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | ||
|TintColor|ColorX| | |TintColor|ColorX|{{Template:Material_TintColor}} | ||
|Texture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv2=true| | |Texture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv2=true|{{Template:Material_Texture}} | ||
|TextureScale|Float2| | |TextureScale|Float2|{{Template:Material_TextureScale}} | ||
|TextureOffset|Float2| | |TextureOffset|Float2|{{Template:Material_TextureOffset}} | ||
|MaskTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv5=true| | |MaskTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv5=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}} | ||
|AlphaCutoff|Float| | |AlphaCutoff|Float|{{Template:Material_AlphaCutoff}} | ||
|UseVertexColors|Bool| | |UseVertexColors|Bool|{{Template:Material_UseVertexColors}} | ||
|VertexColorInterpolationSpace|ColorProfile| | |VertexColorInterpolationSpace|ColorProfile|{{Template:Material_VertexColorInterpolationSpace}} | ||
|Sidedness|Sidedness| | |Sidedness|Sidedness|{{Template:Material_Sidedness_Desc}} | ||
|ZWrite|ZWrite| | |ZWrite|ZWrite|{{Template:Material_ZWrite_Desc}} | ||
|OffsetTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv15=true| | |OffsetTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv15=true|{{Template:Material_OffsetTexture}} | ||
|OffsetMagnitude|Float2| | |OffsetMagnitude|Float2|{{Template:Material_OffsetMagnitude}} | ||
|OffsetTextureScale|Float2| | |OffsetTextureScale|Float2|{{Template:Material_OffsetTextureScale}} | ||
|OffsetTextureOffset|Float2| | |OffsetTextureOffset|Float2|{{Template:Material_OffsetTextureOffset}} | ||
|PolarUVmapping|Bool| | |PolarUVmapping|Bool|{{Template:Material_PolarUVmapping}} | ||
|PolarPower|Float| | |PolarPower|Float|{{Template:Material_PolarPower}} | ||
|StereoTextureTransform|Bool| | |StereoTextureTransform|Bool|{{Template:Material_StereoTextureTransform}} | ||
|RightEyeTextureScale|Float2| | |RightEyeTextureScale|Float2|{{Template:Material_RightEyeTextureScale}} | ||
|RightEyeTextureOffset|Float2| | |RightEyeTextureOffset|Float2|{{Template:Material_RightEyeTextureOffset}} | ||
|DecodeAsNormalMap|Bool| | |DecodeAsNormalMap|Bool|{{Template:Material_DecodeAsNormalMap}} | ||
|UseBillboardGeometry|Bool| | |UseBillboardGeometry|Bool|{{Template:Material_UseBillboardGeometry}} | ||
|UsePerBillboardScale|Bool| | |UsePerBillboardScale|Bool|{{Template:Material_UsePerBillboardScale}} | ||
|UsePerBillboardRotation|Bool| | |UsePerBillboardRotation|Bool|{{Template:Material_UsePerBillboardRotation}} | ||
|UsePerBillboardUV|Bool| | |UsePerBillboardUV|Bool|{{Template:Material_UsePerBillboardUV}} | ||
|BillboardSize|Float2| | |BillboardSize|Float2|{{Template:Material_BillboardSize}} | ||
|OffsetFactor|Float| | |OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}} | ||
|OffsetUnits|Float| | |OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}} | ||
|RenderQueue|Int| | |RenderQueue|Int|{{Template:Material_RenderQueue_Desc}} | ||
|_unlit|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv33=true| | |_unlit|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv33=true|{{Template:Material__unlit}} | ||
|_unlitBillboard|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv34=true| | |_unlitBillboard|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv34=true|{{Template:Material__unlitBillboard}} | ||
}} | }} | ||
<!--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--> | ||
== | == See Also == | ||
</translate> | </translate> | ||
[[Category:Components{{#translation:}}|Unlit Material]] | [[Category:Components{{#translation:}}|Unlit Material]] | ||
[[Category:Materials:Unlit{{#translation:}}|Unlit Material]] | |||
[[Category:Materials{{#translation:}}|Unlit Material]] | |||
[[Category:Components:Assets:Materials:Unlit{{#translation:}}|Unlit Material]] | [[Category:Components:Assets:Materials:Unlit{{#translation:}}|Unlit Material]] |
Latest revision as of 20:44, 29 June 2025
Component image 
Unlit Material component as seen in the Scene Inspector

The UnlitMaterial component is a material that can render meshes without lighting at full bright. Optionally can render each vertex like a square that faces the user or a direction. It can also optionally render differently depending on which eye it is viewed from. This is used in the left and right cat item, and for 3D photos.
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. |
TintColor
|
ColorX | What color to tint the projected image. |
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. |
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. |
AlphaCutoff
|
Float | If BlendMode is set to cutout, discard rendering of pixels for the surface that fall below this alpha threshold.
|
UseVertexColors
|
Bool | Whether the material should use vertex colors from the mesh. |
VertexColorInterpolationSpace
|
ColorProfile | How to interpolate vertex colors on the mesh. |
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. |
OffsetTexture
|
ITexture2D | The texture used to offset the positions of pixels. |
OffsetMagnitude
|
Float2 | How much to amplify the offset effect. |
OffsetTextureScale
|
Float2 | How much to scale the detail of the OffsetTexture
|
OffsetTextureOffset
|
Float2 | How much to offset the detail of the OffsetTexture
|
PolarUVmapping
|
Bool | Whether to use polar UV unwrapping. |
PolarPower
|
Float | The power of the polar UV unwrapping. |
StereoTextureTransform
|
Bool | Whether a texture on the surface should appear different in the right eye. |
RightEyeTextureScale
|
Float2 | The override for texture in the right eye for scale. |
RightEyeTextureOffset
|
Float2 | The override for texture in the right eye for offset. |
DecodeAsNormalMap
|
Bool | Whether to decode the textures as a normal map. |
UseBillboardGeometry
|
Bool | Whether to not render the surface, and instead render each vertex like a Particle with this material and texture. |
UsePerBillboardScale
|
Bool | Whether scaling of vertex points should be used for Billboard geometry positioning. |
UsePerBillboardRotation
|
Bool | Whether rotation of vertex points should be used for Billboard geometry positioning. |
UsePerBillboardUV
|
Bool | Whether uv data of vertex points should be used for Billboard geometry positioning. |
BillboardSize
|
Float2 | The base size for Billboard geometry. |
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 |
_unlit
|
Shader | Template:Material unlit |
_unlitBillboard
|
Shader | Template:Material unlitBillboard |
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.