Component:ReflectionMaterial: Difference between revisions

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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| Internal.
|ReflectionTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv2=true|
|ReflectionTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv2=true| A texture usually generated by a [[Component:CameraPortal|Camera Portal]] or previously rendered by a Camera Portal.
|NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv3=true|
|NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv3=true| What normal map to use on the reflected image. This can be used as a way to create an illusion of moving heat in a portal gateway, or to add irregularity in the surface of a mirror.
|NormalMapScale|Float2|
|NormalMapScale|Float2| The scaling of the normal map across the rendered surface.
|NormalMapOffset|Float2|
|NormalMapOffset|Float2| The offset position of the normal map across the rendered surface.
|Distort|Float|
|Distort|Float| How much effect the normal map should have on the reflection.
|TintColor|ColorX|
|TintColor|ColorX| What color to tint the projected image.
|BlendMode|BlendMode|
|BlendMode|BlendMode| How to blend this material's colors vs what it rendered on top of.
|AlphaCutoff|Float|
|AlphaCutoff|Float| If the reflected image has alpha, then render nothing for alpha below this threshold.
|Sidedness|Sidedness|
|Sidedness|Sidedness| Render on both sides of the mesh, front, or back.
|ZWrite|ZWrite|
|ZWrite|ZWrite| Whether to write this material's pixel data to the Z-Buffer.
|OffsetFactor|Float|
|OffsetFactor|Float|  
|OffsetUnits|Float|
|OffsetUnits|Float|  
|RenderQueue|Int|
|RenderQueue|Int|  
}}
}}


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== Usage ==
== Usage ==
Used with Camera Portals to render what the component sees into a visual result (like a mirror or portal)


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== Examples ==
== Examples ==
Mirrors, portals, a Tardis, gateways, Non-Euclidean tunnels.


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== Related Components ==
== Related Components ==
* [[Component:CameraPortal|Camera Portal]]
* [[Component:RenderTextureProvider|Render Texture]]
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[[Category:ComponentStubs]]
[[Category:ComponentStubs]]

Latest revision as of 18:09, 15 October 2024


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Component image 
Reflection 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 Internal.
ReflectionTexture ITexture2D A texture usually generated by a Camera Portal or previously rendered by a Camera Portal.
NormalMap ITexture2D What normal map to use on the reflected image. This can be used as a way to create an illusion of moving heat in a portal gateway, or to add irregularity in the surface of a mirror.
NormalMapScale Float2 The scaling of the normal map across the rendered surface.
NormalMapOffset Float2 The offset position of the normal map across the rendered surface.
Distort Float How much effect the normal map should have on the reflection.
TintColor ColorX What color to tint the projected image.
BlendMode BlendMode How to blend this material's colors vs what it rendered on top of.
AlphaCutoff Float If the reflected image has alpha, then render nothing for alpha below this threshold.
Sidedness Sidedness Render on both sides of the mesh, front, or back.
ZWrite ZWrite Whether to write this material's pixel data to the Z-Buffer.
OffsetFactor Float
OffsetUnits Float
RenderQueue Int

Usage

Used with Camera Portals to render what the component sees into a visual result (like a mirror or portal)

Examples

Mirrors, portals, a Tardis, gateways, Non-Euclidean tunnels.

Related Components