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{{Infobox Component | {{Infobox Component | ||
|Image=WireframeMaterialComponent.png | |Image=WireframeMaterialComponent.png | ||
|Name=Wireframe Material | |Name=Wireframe Material | ||
}} | }} | ||
Wireframe material is a material that can be used to see the edges of the polygons in a mesh. This does not show the polygons of a text renderer. | |||
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== Fields == | == Fields == | ||
{{Table ComponentFields | {{Table ComponentFields | ||
|HighPriorityIntegration|Bool| | |HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | ||
|Thickness|Float| | |Thickness|Float| the thickness of the lines in the polygons | ||
|ScreenSpace|Bool| | |ScreenSpace|Bool| whether the thickness should stay constant in width on the screen regardless of distance | ||
|LineColor|ColorX| | |LineColor|ColorX| the color of this material's lines | ||
|FillColor|ColorX| | |FillColor|ColorX| the color that should fill the center of each polygon. | ||
|InnerLineColor|ColorX| | |InnerLineColor|ColorX| The color of the lines on the inner frensel. | ||
|InnerFillColor|ColorX| | |InnerFillColor|ColorX| The color of the fill in the inner frensel. | ||
|UseFresnel|Bool| | |UseFresnel|Bool| Whether to use the frensel effect with the normal and inner line and fill colors. | ||
|LineFarColor|ColorX| | |LineFarColor|ColorX| what the color of the lines should be when this material is rendered further away zbuffer wise. | ||
|FillFarColor|ColorX| | |FillFarColor|ColorX| what the color of the fill should be when this material is rendered further away zbuffer wise. | ||
|InnerLineFarColor|ColorX| | |InnerLineFarColor|ColorX| what the color of the lines on the inner frensel should be when this material is rendered further away zbuffer wise. | ||
|InnerFillFarColor|ColorX| | |InnerFillFarColor|ColorX| what the color of the fill on the inner frensel should be when this material is rendered further away zbuffer wise. | ||
|Exp|Float| | |Exp|Float| The exponent to use when doing Frensel. | ||
|Texture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv13=true| | |Texture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv13=true| The texture to use to render the line colors. | ||
|ZWrite|ZWrite| | |ZWrite|ZWrite|{{Template:Material_ZWrite_Desc}} | ||
|DoubleSided|Bool| | |DoubleSided|Bool| Whether to render this material on both sides. | ||
|OffsetFactor|Float| | |OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}} | ||
|OffsetUnits|Float| | |OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}} | ||
|RenderQueue|Int| | |RenderQueue|Int|{{Template:Material_RenderQueue_Desc}} | ||
|_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv19=true| | |_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv19=true| Internal. | ||
|_regularDoubleSided|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv20=true| | |_regularDoubleSided|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv20=true| Internal. | ||
}} | }} | ||
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== Usage == | == Usage == | ||
This is useful for debugging or making retro scenes. Simply apply this material to any skinned or mesh renderer's material slot to see that material assignment render this material style. | |||
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== | == See Also == | ||
</translate> | </translate> | ||
[[Category:Components{{#translation:}}|Wireframe Material]] | [[Category:Components{{#translation:}}|Wireframe Material]] | ||
[[Category:Materials:Unlit{{#translation:}}|Wireframe Material]] | |||
[[Category:Materials{{#translation:}}|Wireframe Material]] | |||
[[Category:Components:Assets:Materials:Unlit{{#translation:}}|Wireframe Material]] | [[Category:Components:Assets:Materials:Unlit{{#translation:}}|Wireframe Material]] |
Latest revision as of 06:07, 7 February 2025
Component image 
Wireframe Material component as seen in the Scene Inspector

Wireframe material is a material that can be used to see the edges of the polygons in a mesh. This does not show the polygons of a text renderer.
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. |
Thickness
|
Float | the thickness of the lines in the polygons |
ScreenSpace
|
Bool | whether the thickness should stay constant in width on the screen regardless of distance |
LineColor
|
ColorX | the color of this material's lines |
FillColor
|
ColorX | the color that should fill the center of each polygon. |
InnerLineColor
|
ColorX | The color of the lines on the inner frensel. |
InnerFillColor
|
ColorX | The color of the fill in the inner frensel. |
UseFresnel
|
Bool | Whether to use the frensel effect with the normal and inner line and fill colors. |
LineFarColor
|
ColorX | what the color of the lines should be when this material is rendered further away zbuffer wise. |
FillFarColor
|
ColorX | what the color of the fill should be when this material is rendered further away zbuffer wise. |
InnerLineFarColor
|
ColorX | what the color of the lines on the inner frensel should be when this material is rendered further away zbuffer wise. |
InnerFillFarColor
|
ColorX | what the color of the fill on the inner frensel should be when this material is rendered further away zbuffer wise. |
Exp
|
Float | The exponent to use when doing Frensel. |
Texture
|
ITexture2D | The texture to use to render the line colors. |
ZWrite
|
ZWrite | whether this material should respect the distance it is from the camera. |
DoubleSided
|
Bool | Whether to render this material on both sides. |
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 |
_regular
|
Shader | Internal. |
_regularDoubleSided
|
Shader | Internal. |
Usage
This is useful for debugging or making retro scenes. Simply apply this material to any skinned or mesh renderer's material slot to see that material assignment render this material style.