Component:FogBoxVolumeMaterial: Difference between revisions

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Automated: update component fields
Automated: update 'HighPriorityIntegration' description
 
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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|
|BaseColor|ColorX|
|BaseColor|ColorX|
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|GammaCurve|Float|
|GammaCurve|Float|
|WorldSpace|Bool|
|WorldSpace|Bool|
|ColorMode|Color|
|ColorMode|'''[[#Color|Color]]'''|TypeAdv11=true|
|SaturationMode|Saturation|
|SaturationMode|'''[[#Saturation|Saturation]]'''|TypeAdv12=true|
|AccumulationMode|Accumulation|
|AccumulationMode|'''[[#Accumulation|Accumulation]]'''|TypeAdv13=true|
|AccumulationRate|Float|
|AccumulationRate|Float|
|BlendMode|BlendMode|
|BlendMode|BlendMode|
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[[Category:ComponentStubs]]
[[Category:ComponentStubs]]
[[Category:Components{{#translation:}}|Fog Box Volume Material]]
[[Category:Components{{#translation:}}|Fog Box Volume Material]]
[[Category:Components With Nested Enums{{#translation:}}|Fog Box Volume Material]]
[[Category:Materials:Volume{{#translation:}}|Fog Box Volume Material]]
[[Category:Materials{{#translation:}}|Fog Box Volume Material]]
[[Category:Components:Assets:Materials:Volume{{#translation:}}|Fog Box Volume Material]]
[[Category:Components:Assets:Materials:Volume{{#translation:}}|Fog Box Volume Material]]

Latest revision as of 11:59, 1 August 2024


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Component image 
Fog Box Volume Material component as seen in the Scene Inspector


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.
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
BaseColor ColorX
AccumulationColor ColorX
AccumulationColorBottom ColorX
AccumulationColorTop ColorX
FogStart Float
FogEnd Float
FogDensity Float
GammaCurve Float
WorldSpace Bool
ColorMode Color
SaturationMode Saturation
AccumulationMode Accumulation
AccumulationRate Float
BlendMode BlendMode
RenderQueue Int

Usage

Examples

Related Components