Component:UVTexture: Difference between revisions

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{{stub}}
{{Infobox Component
{{Infobox Component
|Image=UVTextureComponent.png
|Image=UVTextureComponent.png
|Name=UVTexture
|Name=UV Texture
}}
}}
The '''UVTexture''' component is used to procedurally generate texture data for a debug uv texture image that is colored red and green based on the x and y coordinates at any given point on an image.


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== Fields ==
== Fields ==
{{Table ComponentFields
{{Table ComponentFields
|HighPriorityIntegration|Bool|
|HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}}
|FilterMode|TextureFilterMode|
|FilterMode|TextureFilterMode| {{Template:Texture FilterMode Field}}
|AnisotropicLevel|Int|
|AnisotropicLevel|Int| {{Template:Texture AnisotropicLevel Field}}
|WrapModeU|TextureWrapMode|
|WrapModeU|TextureWrapMode| {{Template:Texture WrapMode Field|X}}
|WrapModeV|TextureWrapMode|
|WrapModeV|TextureWrapMode| {{Template:Texture WrapMode Field|Y}}
|MipmapBias|Float|
|MipmapBias|Float| {{Template:Texture MipmapBias Field}}
|Profile|ColorProfile|
|Profile|ColorProfile| {{Template:Texture Profile Field}}
|Size|Int2|
|Size|Int2| {{Template:ProceduralTexture Size Field}}
|Mipmaps|Bool|
|Mipmaps|Bool| {{Template:Texture Mipmaps Field}}
|Format|TextureFormat|
|Format|TextureFormat| {{Template:Texture TextureFormat Field}}
}}
 
== Sync Delegates ==
{{Table ComponentTriggers
|BakeTexture()|[[Type:Action|Action]]| {{Template:BakeTexture Sync Method}}
}}
}}


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== Usage ==
== Usage ==
Used for debugging. can be put into any [[material]] to view what the texture would look like.


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== Examples ==
== Examples ==
{{stub}}


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== Related Components ==
== See Also ==
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[[Category:ComponentStubs]]
 
[[Category:Components{{#translation:}}|UVTexture]]
[[Category:Components{{#translation:}}|UVTexture]]
[[Category:Components:Assets:Procedural Textures{{#translation:}}|UVTexture]]
[[Category:Components:Assets:Procedural Textures{{#translation:}}|UVTexture]]

Latest revision as of 16:04, 19 November 2024

Component image 
UV Texture component as seen in the Scene Inspector

The UVTexture component is used to procedurally generate texture data for a debug uv texture image that is colored red and green based on the x and y coordinates at any given point on an image.

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.
FilterMode TextureFilterMode How to handle the interpolation between pixels.
AnisotropicLevel Int The levels of Anisotropic filtering distances when using Anisotropic for FilterMode
WrapModeU TextureWrapMode How to repeat or mirror the texture along the X axis. this goes into affect when X values are outside of the range [0.0 to 1.0].
WrapModeV TextureWrapMode How to repeat or mirror the texture along the Y axis. this goes into affect when Y values are outside of the range [0.0 to 1.0].
MipmapBias Float Whether to see lower resolution versions of the texture closer up or not (MipMaps).
Profile ColorProfile The color profile to use for this texture's rendering.
Size Int2 The size of the procedural texture in pixels.
Mipmaps Bool Whether to enable the rendering of mipmaps, which are lower res textures at further distances from the camera to improve performance.
Format TextureFormat TextureFormat describes how Texture's pixel are stored in the VRAM.

Sync Delegates

Triggers
Method Name Method type and Arguments. Description
BakeTexture() Action BakeTexture first generates a Component:StaticTexture2D that is the same as this procedural texture. The resulting static texture replaces every reference to the original procedural texture. Lastly the original procedural texture is deleted.

Usage

Used for debugging. can be put into any material to view what the texture would look like.

Examples

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See Also