Component:WireframeMaterial: Difference between revisions

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{{stub}}
{{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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== Related Components ==
== See Also ==
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[[Category:ComponentStubs]]
[[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

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.

Examples

See Also