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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| | ||
}} | }} | ||
<!--T:3--> | <!--T:3--> | ||
== Usage == | == Usage == | ||
Used with Camera Portals to render what the component sees into a visual result (like a mirror or portal) | |||
<!--T:4--> | <!--T:4--> | ||
== Examples == | == Examples == | ||
Mirrors, portals, a Tardis, gateways, Non-Euclidean tunnels. | |||
<!--T:5--> | <!--T:5--> | ||
== Related Components == | == Related Components == | ||
* [[Component:CameraPortal|Camera Portal]] | |||
* [[Component:RenderTextureProvider|Render Texture]] | |||
</translate> | </translate> | ||
[[Category:ComponentStubs]] | [[Category:ComponentStubs]] |
Latest revision as of 18:09, 15 October 2024
This article or section is a Stub. You can help the Resonite Wiki by expanding it.
Component image
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.