Component:GrayscaleMaterial: Difference between revisions

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Added GrayscaleMaterial definitions and examples.
 
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== Examples ==
== Examples ==
[[File:GrayscaleMaterial_lerp0.webp|frame|center|alt=Grayscale Filter Lerp 0|Without GrayscaleMaterial applied]]
[[File:GrayscaleMaterial_lerp0.webp|center|alt=Grayscale Filter Lerp 0|Without GrayscaleMaterial applied|thumb|800x800px]]


[[File:GrayscaleMaterial_lerp1_default.webp|frame|center|alt=Grayscale Filter Default|Default GrayscaleMaterial]]
[[File:GrayscaleMaterial_lerp1_default.webp|center|alt=Grayscale Filter Default|Default GrayscaleMaterial|thumb|800x800px]]


[[File:GrayscaleMaterial_rainbow.webp|frame|center|alt=Rainbow Grayscale Filter|GrayscaleMaterial with a rainbow Gradient texture]]
[[File:GrayscaleMaterial_rainbow.webp|center|alt=Rainbow Grayscale Filter|GrayscaleMaterial with a rainbow Gradient texture|thumb|800x800px]]





Revision as of 01:52, 13 January 2024

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This article or section is a Stub. You can help the Resonite Wiki by expanding it.


Component image 
GrayscaleMaterial component as seen in the Scene Inspector


Introduction

GrayscaleMaterial is a material that allows the mapping of grayscale values from 0 to 1 to any other value. This is analogous to the Color Ramp node in Blender. A common misconception is that this can only produce black and white values, however that is only the default gradient, and a user-provided Gradient texture allows for various colored effects.

Usage

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 This article or section is a Stub. You can help the Resonite Wiki by expanding it.
Rect Rect This article or section is a Stub. You can help the Resonite Wiki by expanding it.
RectClip Bool This article or section is a Stub. You can help the Resonite Wiki by expanding it.
ColorMask ColorMask The color channels to affect
StencilComparison StencilComparison This article or section is a Stub. You can help the Resonite Wiki by expanding it.
StencilOperation StencilOperation This article or section is a Stub. You can help the Resonite Wiki by expanding it.
StencilID Byte This article or section is a Stub. You can help the Resonite Wiki by expanding it.
StencilWriteMask Byte This article or section is a Stub. You can help the Resonite Wiki by expanding it.
StencilReadMask Byte This article or section is a Stub. You can help the Resonite Wiki by expanding it.
RenderQueue Int This article or section is a Stub. You can help the Resonite Wiki by expanding it.
_shader IAssetProvider<Shader> This article or section is a Stub. You can help the Resonite Wiki by expanding it.
RatioRed Float The proportion of red to use for grayscale computation
RatioGreen Float The proportion of green to use for grayscale computation
RatioBlue Float The proportion of blue to use for grayscale computation
Lerp Float How much to passthrough of the original (0) or use the filter (1)
Gradient IAssetProvider<ITexture2D> A texture which maps black values on its far left and white values on its far right
BlendMode BlendMode This article or section is a Stub. You can help the Resonite Wiki by expanding it.
Sidedness Sidedness This article or section is a Stub. You can help the Resonite Wiki by expanding it.
ZWrite ZWrite This article or section is a Stub. You can help the Resonite Wiki by expanding it.
ZTest ZTest This article or section is a Stub. You can help the Resonite Wiki by expanding it.


Behavior

This material acts as a filter which applies on top of other materials.

It first computes a grayscale value for all pixels that overlap with the filter which is computed through a weighted combination of Red, Green, and Blue values that can be directly controlled through the respective ratio inputs.

A user-provided Gradient texture defines how these values are then remapped. The leftmost part of this texture defines what color will correspond to Black (0) and the rightmost part of this texture defines the color that maps to White (1). It is important to set the WrapModeU of this texture to Clamp or else it will bleed values from either side of the texture.

The Lerp field allows you to transition between having the filter off (0) and fully on (1).


Examples

Grayscale Filter Lerp 0
Without GrayscaleMaterial applied
Grayscale Filter Default
Default GrayscaleMaterial
Rainbow Grayscale Filter
GrayscaleMaterial with a rainbow Gradient texture


Related Components

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