Automated: update 'HighPriorityIntegration' description |
989onan bot (talk | contribs) 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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|TriplanarBlendPower|Float| | |TriplanarBlendPower|Float| | ||
|ObjectSpace|Bool| | |ObjectSpace|Bool| | ||
|OffsetFactor|Float| | |OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}} | ||
|OffsetUnits|Float| | |OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}} | ||
|Culling|Culling| | |Culling|Culling| | ||
|Transparent|Bool| | |Transparent|Bool| | ||
|RenderQueue|Int| | |RenderQueue|Int|{{Template:Material_RenderQueue_Desc}} | ||
|SpecularColor|ColorX| | |SpecularColor|ColorX| | ||
|SpecularMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv18=true| | |SpecularMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv18=true| |
Latest revision as of 00:01, 14 November 2024
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Component image
A triplanar shader generates UVs and samples a texture by projecting in world space. The input texture is sampled 3 times, once in each of the world x, y and z axes, and the resulting information is planar projected onto the model, blended by the normal.
They are particularly useful for projecting a texture onto a cubical object without causing stretching of the texture.
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. |
TextureScale
|
Float2 | |
TextureOffset
|
Float2 | |
AlbedoColor
|
ColorX | |
AlbedoTexture
|
ITexture2D | |
EmissiveColor
|
ColorX | |
EmissiveMap
|
ITexture2D | |
NormalMap
|
ITexture2D | |
NormalScale
|
Float | |
OcclusionMap
|
ITexture2D | |
TriplanarBlendPower
|
Float | |
ObjectSpace
|
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 |
Culling
|
Culling | |
Transparent
|
Bool | |
RenderQueue
|
Int | changes at which point a material renders on the render stack |
SpecularColor
|
ColorX | |
SpecularMap
|
ITexture2D | |
_regular
|
Shader | |
_transparent
|
Shader |