Automated: update Fields, Categories |
989onan bot (talk | contribs) Automated: update '_shader' description,'LocalSpace' description,'Point' description,'Distance' description,'TransitionRange' description,'NearTexture' description,'FarTexture' description,'NearTextureScale' description,'NearTextureOffset' description,'FarTextureScale' description,'FarTextureOffset' description,'NearColor' description,'FarColor' description,'UseVertexColors' description,'VertexColorInterpolationSpace' description,'AlphaCutoff' description, |
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{{Infobox Component | {{Infobox Component | ||
|Image=UnlitDistanceLerpMaterialComponent.png | |Image=UnlitDistanceLerpMaterialComponent.png | ||
|Name=Unlit Distance Lerp Material | |Name=Unlit Distance Lerp Material | ||
}} | }} | ||
The '''UnlitDistanceLerpMaterial''' component changes it's surface depending on how close the material's surface is to a given <code>Point</code>. | |||
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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}} | ||
|LocalSpace|Bool| | |LocalSpace|Bool|{{Template:Material_LocalSpace}} | ||
|Point|Float3| | |Point|Float3|{{Template:Material_Point}} | ||
|Distance|Float| | |Distance|Float|{{Template:Material_Distance}} | ||
|TransitionRange|Float| | |TransitionRange|Float|{{Template:Material_TransitionRange}} | ||
|NearTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv6=true| | |NearTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv6=true|{{Template:Material_NearTexture}} | ||
|FarTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv7=true| | |FarTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv7=true|{{Template:Material_FarTexture}} | ||
|NearTextureScale|Float2| | |NearTextureScale|Float2|{{Template:Material_NearTextureScale}} | ||
|NearTextureOffset|Float2| | |NearTextureOffset|Float2|{{Template:Material_NearTextureOffset}} | ||
|FarTextureScale|Float2| | |FarTextureScale|Float2|{{Template:Material_FarTextureScale}} | ||
|FarTextureOffset|Float2| | |FarTextureOffset|Float2|{{Template:Material_FarTextureOffset}} | ||
|NearColor|ColorX| | |NearColor|ColorX|{{Template:Material_NearColor}} | ||
|FarColor|ColorX| | |FarColor|ColorX|{{Template:Material_FarColor}} | ||
|UseVertexColors|Bool| | |UseVertexColors|Bool|{{Template:Material_UseVertexColors}} | ||
|VertexColorInterpolationSpace|ColorProfile| | |VertexColorInterpolationSpace|ColorProfile|{{Template:Material_VertexColorInterpolationSpace}} | ||
|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 use the material Component in the list of materials on a [[Component:MeshRenderer]] or a [[Component:SkinnedMeshRenderer]] with a mesh to view what this material looks like. | |||
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== Examples == | == Examples == | ||
{{stub}} | |||
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== | == See Also == | ||
</translate> | </translate> | ||
[[Category:Components{{#translation:}}|Unlit Distance Lerp Material]] | [[Category:Components{{#translation:}}|Unlit Distance Lerp Material]] | ||
[[Category:Materials:Unlit{{#translation:}}|Unlit Distance Lerp Material]] | [[Category:Materials:Unlit{{#translation:}}|Unlit Distance Lerp Material]] | ||
[[Category:Materials{{#translation:}}|Unlit Distance Lerp Material]] | [[Category:Materials{{#translation:}}|Unlit Distance Lerp Material]] | ||
[[Category:Components:Assets:Materials:Unlit{{#translation:}}|Unlit Distance Lerp Material]] | [[Category:Components:Assets:Materials:Unlit{{#translation:}}|Unlit Distance Lerp Material]] |
Latest revision as of 20:44, 29 June 2025
Component image 
Unlit Distance Lerp Material component as seen in the Scene Inspector

The UnlitDistanceLerpMaterial component changes it's surface depending on how close the material's surface is to a given Point
.
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. |
LocalSpace
|
Bool | Whether to calculate Distance and Point in local space.
|
Point
|
Float3 | The point to measure from. |
Distance
|
Float | The distance where the transition from near to far starts. |
TransitionRange
|
Float | How much distance from near, far is. |
NearTexture
|
ITexture2D | The texture for geometry facing towards the camera. |
FarTexture
|
ITexture2D | The texture for the geometry facing away from the camera. |
NearTextureScale
|
Float2 | The UV scale of the near texture. |
NearTextureOffset
|
Float2 | The UV offset of the near texture. |
FarTextureScale
|
Float2 | The UV scale of the far texture. |
FarTextureOffset
|
Float2 | The UV offset of the far texture. |
NearColor
|
ColorX | The color tint of geometry facing towards the camera. |
FarColor
|
ColorX | The color tint of geometry facing away from the camera. |
UseVertexColors
|
Bool | Whether the material should use vertex colors from the mesh. |
VertexColorInterpolationSpace
|
ColorProfile | How to interpolate vertex colors on the mesh. |
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 use the material Component in the list of materials on a Component:MeshRenderer or a Component:SkinnedMeshRenderer with a mesh to view what this material looks like.
Examples
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