Component:OverlayFresnelMaterial: Difference between revisions

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very simple description
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}}
|_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv1=true|
|_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv1=true|
|Exponent|Float|
|Exponent|Float|
Line 33: Line 33:
|FrontNearTextureOffset|Float2|
|FrontNearTextureOffset|Float2|
|NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv20=true|
|NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv20=true|
|BlendMode|BlendMode|
|BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}}
|Sidedness|Sidedness|
|Sidedness|Sidedness|{{Template:Material_Sidedness_Desc}}
|ZWrite|ZWrite|
|ZWrite|ZWrite|{{Template:Material_ZWrite_Desc}}
|RenderQueue|Int|
|RenderQueue|Int|{{Template:Material_RenderQueue_Desc}}
|OffsetFactor|Float|
|OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}}
|OffsetUnits|Float|
|OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}}
|PolarUVmapping|Bool|
|PolarUVmapping|Bool|
|PolarPower|Float|
|PolarPower|Float|

Latest revision as of 00:50, 14 November 2024


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Component image 
Overlay Fresnel Material component as seen in the Scene Inspector

The Overlay Fresnel Material functions similar to a Fresnel Material with the added attribute of displaying through objects.

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
Exponent Float
GammaCurve Float
BehindFarColor ColorX
BehindNearColor ColorX
FrontFarColor ColorX
FrontNearColor ColorX
BehindFarTexture ITexture2D
BehindNearTexture ITexture2D
FrontFarTexture ITexture2D
FrontNearTexture ITexture2D
BehindFarTextureScale Float2
BehindFarTextureOffset Float2
BehindNearTextureScale Float2
BehindNearTextureOffset Float2
FrontFarTextureScale Float2
FrontFarTextureOffset Float2
FrontNearTextureScale Float2
FrontNearTextureOffset Float2
NormalMap ITexture2D
BlendMode BlendMode How to blend this material's colors vs what it rendered on top of.
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.
RenderQueue Int changes at which point a material renders on the render stack
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
PolarUVmapping Bool
PolarPower Float

Usage

Examples

Related Components