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|Name=Texture Debug Material | |Name=Texture Debug Material | ||
}} | }} | ||
{{ | The '''TextureDebugMaterial''' component shows a grayscale of a texture channel. Used for debugging. | ||
{{Template:Debug}} | |||
== | == Fields == | ||
{{Table ComponentFields | {{Table ComponentFields | ||
|HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | |HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | ||
|_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv1=true| | |_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv1=true| Internal. | ||
|Texture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv2=true| | |Texture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv2=true| The texture to debug data for. | ||
|TextureChannel|Float| | |TextureChannel|Float| The channel to display from <code>Texture</code> as the surface. | ||
}} | }} | ||
== | == Usage == | ||
Attach to a [[Component:MeshRenderer]] or [[Component:SkinnedMeshRenderer]] with a mesh to view what this material looks like. | |||
== Examples == | == Examples == | ||
{{stub}} | |||
== See Also == | == See Also == | ||
* [[Color Splat Materials]] | |||
[[Category:Materials:Special{{#translation:}}|Texture Debug Material]] | [[Category:Materials:Special{{#translation:}}|Texture Debug Material]] | ||
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[[Category:Materials{{#translation:}}|Texture Debug Material]] | [[Category:Materials{{#translation:}}|Texture Debug Material]] | ||
[[Category:Components{{#translation:}}|Texture Debug Material]] | [[Category:Components{{#translation:}}|Texture Debug Material]] | ||
Latest revision as of 02:23, 15 February 2025
Component image 
Texture Debug Material component as seen in the Scene Inspector

The TextureDebugMaterial component shows a grayscale of a texture channel. Used for debugging.
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. |
Texture
|
ITexture2D | The texture to debug data for. |
TextureChannel
|
Float | The channel to display from Texture as the surface.
|
Usage
Attach to a Component:MeshRenderer or Component:SkinnedMeshRenderer with a mesh to view what this material looks like.
Examples
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