Component:StaticTexture2D: Difference between revisions

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{{Table ComponentFields
{{Table ComponentFields
|URL|Uri| The Asset URI that references the raw texture data
|URL|Uri| The Asset URI that references the raw texture data
|IsNormalMap|Bool| This texture should be interpreted as a [[Normal Map]]
|FilterMode|TextureFilterMode| The type of filtering to use for this texture.
|FilterMode|TextureFilterMode| The type of filtering to use for this texture.
|AnisotropicLevel|Int| The level of anisotropy to use when <code>TextureFilterMode</code> is set to '''Anisotropic'''
|AnisotropicLevel|Int| The level of anisotropy to use when <code>TextureFilterMode</code> is set to '''Anisotropic'''
|Uncompressed|Bool| Do not use texture compression
|DirectLoad|Bool|
|ForceExactVariant|Bool|
|PreferredFormat|[[Type:Nullable`1|Nullable`1]]&lt;[[Type:TextureCompression|TextureCompression]]&gt;|TypeAdv6=true|
|PreferredProfile|[[Type:Nullable`1|Nullable`1]]&lt;[[Type:ColorProfile|ColorProfile]]&gt;|TypeAdv7=true|
|MipMapBias|Float| Offset to the [[Texture MipMap|MipMap]] calculation.
|IsNormalMap|Bool| This texture should be interpreted as a [[Normal Map]]
|WrapModeU|TextureWrapMode| How to handle U values outside of the range [0.0,1.0]
|WrapModeU|TextureWrapMode| How to handle U values outside of the range [0.0,1.0]
|WrapModeV|TextureWrapMode| How to handle V values outisde of the range [0.0,1.0]
|WrapModeV|TextureWrapMode| How to handle V values outisde of the range [0.0,1.0]
|PowerOfTwoAlignThreshold|Float|  
|PowerOfTwoAlignThreshold|Float|
|Uncompressed|Bool| Do not use texture compression
|CrunchCompressed|Bool|
|DirectLoad|Bool|  
|MaxSize|[[Type:Nullable`1|Nullable`1]]&lt;[[Type:Int|Int]]&gt;|TypeAdv14=true|
|MaxSize|Int|
|MipMaps|Bool|
|MipMapBias|Float| Offset to the [[Texture MipMap|MipMap]] calculation.
|KeepOriginalMipMaps|Bool|
|MipMapFilter|Filtering|
|Readable|Bool|
}}
}}
== Behavior ==
== Behavior ==

Revision as of 03:26, 1 March 2024


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Component image 
StaticTexture2D component as seen in the Scene Inspector

Intoduction

The StaticTexture2D Component stores a reference to a static asset representing a 2D Texture.

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.
URL Uri The Asset URI that references the raw texture data
FilterMode TextureFilterMode The type of filtering to use for this texture.
AnisotropicLevel Int The level of anisotropy to use when TextureFilterMode is set to Anisotropic
Uncompressed Bool Do not use texture compression
DirectLoad Bool
ForceExactVariant Bool
PreferredFormat Nullable`1<TextureCompression>
PreferredProfile Nullable`1<ColorProfile>
MipMapBias Float Offset to the MipMap calculation.
IsNormalMap Bool This texture should be interpreted as a Normal Map
WrapModeU TextureWrapMode How to handle U values outside of the range [0.0,1.0]
WrapModeV TextureWrapMode How to handle V values outisde of the range [0.0,1.0]
PowerOfTwoAlignThreshold Float
CrunchCompressed Bool
MaxSize Nullable`1<Int>
MipMaps Bool
KeepOriginalMipMaps Bool
MipMapFilter Filtering
Readable Bool

Behavior

By default Filter is set to Bilinear Filtering, however Anisotropic Filtering results in a much better appearance at very steep angles, and only has a very minor performance impact. If visual fidelity of your texture is a concern, you should set Filter to Anisotropic, and AnisotropicLevel to 4 or 8.

Special Functions

Any of the operations listed below will generate a new static texture asset, and anything referring to this StaticTexture2D component will be updated with the new texture. The existing asset is deleted from the servers if no other items refer to it.


Custom UI Elements
Name Description
Invert RGB Inverts the colors of the texture
Invert R Same as above, but only effects the red channel of the texture
Invert G Same as above, but only effects the green channel of the texture
Invert B Same as above, but only effects the blue channel of the texture
Invert A Same as above, but only effects the alpha channel of the texture
Color to Alpha (White) Converts all pure white colors in the image to alpha
Color to Alpha (Black) Converts all pure black colors in the image to alpha
Alpha from intensity
Alpha to mask Creates a black and white mask texture from an alpha image
Remove Alpha Forces the entire image to full opacity on the alpha channel
Convert to grayscale (average) Converts the image to grayscale based on the average of the red, green and blue channel.
Swap R and G Swaps the red and green channels on the image
Swap R and B Swaps the red and blue channels on the image
Swap G and B Swaps the green and blue channels on the image
Shift Hue Adjusts the hue of the image by the increment specified in the Input box
Adjust Gamma Adjusts the gamma the image by the increment specified in the Input box
Resize Resizes the image such that the longest size of the image is equal to the size specified in the input box.
Flip Horizontal Flips the image horizontally
Flip Vertical Flips the image vertical
Rotate 90° CW Rotates the image by 90° clockwise
Rotate 90° CCW Rotates the image by 90° counterclockwise
Rotate 180° Rotates the image by 180°
Make square Stretches the image such that both sides are equal to the longest side
To nearest power of two Stretches the image on each axis individually, to the next largest power of two.
Diagnostic: Invalid floats Highlights any pixels that are out of range
Diagnostic: Generate Bitmap Metadata Spawns a Texture Metadata window displaying the asset's texture metadata as a string

Examples

Related Components