Component:WireframeMaterial: Difference between revisions

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Automated: update 'StencilComparison' description,'StencilOperation' description,'StencilID' description,'StencilWriteMask' description,'StencilReadMask' description,'RenderQueue' description,'BlendMode' description,'Sidedness' description,'ZWrite' description,'ZTest' description,'OffsetFactor' description,'OffsetUnits' description,
 
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== Fields ==
== Fields ==
{{Table ComponentFields
{{Table ComponentFields
|HighPriorityIntegration|Bool|
|HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}}
|Thickness|Float| the thickness of the lines in the polygons
|Thickness|Float| the thickness of the lines in the polygons
|ScreenSpace|Bool| whether the thickness should stay constant in width on the screen regardless of distance
|ScreenSpace|Bool| whether the thickness should stay constant in width on the screen regardless of distance
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|Exp|Float|
|Exp|Float|
|Texture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv13=true|
|Texture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv13=true|
|ZWrite|ZWrite| whether this material should respect the distance it is from the camera.
|ZWrite|ZWrite|{{Template:Material_ZWrite_Desc}}
|DoubleSided|Bool|
|DoubleSided|Bool|
|OffsetFactor|Float| how much this material should be pushed forwards or backwards on the depth buffer factor wise
|OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}}
|OffsetUnits|Float| how much this material should be pushed forwards or backwards on the depth buffer unit wise
|OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}}
|RenderQueue|Int|
|RenderQueue|Int|{{Template:Material_RenderQueue_Desc}}
|_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv19=true|
|_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv19=true|
|_regularDoubleSided|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv20=true|
|_regularDoubleSided|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv20=true|

Latest revision as of 00:02, 14 November 2024


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Component image 
Wireframe Material component as seen in the Scene Inspector


Wireframe material is a material that can be used to see the edges of the polygons in a mesh. This does not show the polygons of a text renderer.

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.
Thickness Float the thickness of the lines in the polygons
ScreenSpace Bool whether the thickness should stay constant in width on the screen regardless of distance
LineColor ColorX the color of this material's lines
FillColor ColorX the color that should fill the center of each polygon.
InnerLineColor ColorX
InnerFillColor ColorX
UseFresnel Bool
LineFarColor ColorX what the color of the lines should be when this material is rendered further away zbuffer wise.
FillFarColor ColorX
InnerLineFarColor ColorX
InnerFillFarColor ColorX
Exp Float
Texture ITexture2D
ZWrite ZWrite whether this material should respect the distance it is from the camera.
DoubleSided Bool
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
_regular Shader
_regularDoubleSided Shader

Usage

This is useful for debugging or making retro scenes. Simply apply this material to any skinned or mesh renderer's material slot to see that material assignment render this material style.

Examples

Related Components