Automated: update Fields, Categories |
989onan bot (talk | contribs) Automated: update '_shader' description,'ReflectionTexture' description,'NormalMap' description,'NormalMapScale' description,'NormalMapOffset' description,'Distort' description,'TintColor' description,'AlphaCutoff' description, |
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{{Infobox Component | {{Infobox Component | ||
|Image=ReflectionMaterialComponent.png | |Image=ReflectionMaterialComponent.png | ||
|Name=Reflection Material | |Name=Reflection Material | ||
}} | }} | ||
Used with Camera Portals to render what the component sees into a visual result. Like mirrors, portals, a Tardis, gateways, and Non-Euclidean tunnels. | |||
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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|{{Template:Material__shader}} | ||
|ReflectionTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv2=true| | |ReflectionTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv2=true|{{Template:Material_ReflectionTexture}} | ||
|NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv3=true| | |NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv3=true|{{Template:Material_NormalMap}} | ||
|NormalMapScale|Float2| | |NormalMapScale|Float2|{{Template:Material_NormalMapScale}} | ||
|NormalMapOffset|Float2| | |NormalMapOffset|Float2|{{Template:Material_NormalMapOffset}} | ||
|Distort|Float| | |Distort|Float|{{Template:Material_Distort}} | ||
|TintColor|ColorX| | |TintColor|ColorX|{{Template:Material_TintColor}} | ||
|BlendMode|BlendMode| | |BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}} | ||
|AlphaCutoff|Float| | |AlphaCutoff|Float|{{Template:Material_AlphaCutoff}} | ||
|Sidedness|Sidedness| | |Sidedness|Sidedness|{{Template:Material_Sidedness_Desc}} | ||
|ZWrite|ZWrite| | |ZWrite|ZWrite|{{Template:Material_ZWrite_Desc}} | ||
|OffsetFactor|Float| | |OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}} | ||
|OffsetUnits|Float| | |OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}} | ||
|RenderQueue|Int| | |RenderQueue|Int|{{Template:Material_RenderQueue_Desc}} | ||
}} | }} | ||
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== Usage == | == Usage == | ||
Attach to a slot and provide the needed render texture to view, which is usually generated by a camera portal. The material will then show either a mirror or portal like effect. | |||
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== Examples == | == Examples == | ||
{{stub}} | |||
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== | == See Also == | ||
* [[Component:CameraPortal]] | |||
* [[Component:RenderTextureProvider]] | |||
</translate> | </translate> | ||
[[Category:Components{{#translation:}}|Reflection Material]] | [[Category:Components{{#translation:}}|Reflection Material]] | ||
[[Category:Materials:Special{{#translation:}}|Reflection Material]] | [[Category:Materials:Special{{#translation:}}|Reflection Material]] | ||
[[Category:Materials{{#translation:}}|Reflection Material]] | [[Category:Materials{{#translation:}}|Reflection Material]] | ||
[[Category:Components:Assets:Materials:Special{{#translation:}}|Reflection Material]] | [[Category:Components:Assets:Materials:Special{{#translation:}}|Reflection Material]] |
Latest revision as of 20:44, 29 June 2025
Component image 
Reflection Material component as seen in the Scene Inspector

Used with Camera Portals to render what the component sees into a visual result. Like mirrors, portals, a Tardis, gateways, and Non-Euclidean tunnels.
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. |
_shader
|
Shader | Internal. |
ReflectionTexture
|
ITexture2D | A texture usually generated by a Camera Portal or previously rendered by a Camera Portal. |
NormalMap
|
ITexture2D | The normal map is used as a way to change the appearance of a surface when shined on by lights, to give the illusion of a raised surface. |
NormalMapScale
|
Float2 | The UV scaling of the normal map texture. |
NormalMapOffset
|
Float2 | The UV offset of the normal texture. |
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 BlendMode is set to cutout, discard rendering of pixels for the surface that fall below this alpha threshold.
|
Sidedness
|
Sidedness | Render on both sides of the mesh, front, or back. |
ZWrite
|
ZWrite | whether this material should respect the distance it is from the camera. |
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 |
Usage
Attach to a slot and provide the needed render texture to view, which is usually generated by a camera portal. The material will then show either a mirror or portal like effect.
Examples
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