|ReflectionTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv2=true| A texture usually generated by a [[Component:CameraPortal|Camera Portal]] or previously rendered by a Camera Portal.
|NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv3=true| What normal map to use on the reflected image. This can be used as a way to create an illusion of moving heat in a portal gateway, or to add irregularity in the surface of a mirror.
|NormalMapScale|Float2|
|NormalMapScale|Float2| The scaling of the normal map across the rendered surface.
|NormalMapOffset|Float2|
|NormalMapOffset|Float2| The offset position of the normal map across the rendered surface.
|Distort|Float|
|Distort|Float| How much effect the normal map should have on the reflection.
|TintColor|ColorX|
|TintColor|ColorX| What color to tint the projected image.
|BlendMode|BlendMode|
|BlendMode|BlendMode| How to blend this material's colors vs what it rendered on top of.
|AlphaCutoff|Float|
|AlphaCutoff|Float| If the reflected image has alpha, then render nothing for alpha below this threshold.
|Sidedness|Sidedness|
|Sidedness|Sidedness| Render on both sides of the mesh, front, or back.
|ZWrite|ZWrite|
|ZWrite|ZWrite| Whether to write this material's pixel data to the Z-Buffer.
|OffsetFactor|Float|
|OffsetFactor|Float|
|OffsetUnits|Float|
|OffsetUnits|Float|
|RenderQueue|Int|
|RenderQueue|Int|
}}
}}
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== Usage ==
== Usage ==
Used with Camera Portals to render what the component sees into a visual result (like a mirror or portal)
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== Examples ==
== Examples ==
Mirrors, portals, a Tardis, gateways, Non-Euclidean tunnels.
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== Related Components ==
== Related Components ==
* [[Component:CameraPortal|Camera Portal]]
* [[Component:RenderTexture|Render Texture]]
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[[Category:ComponentStubs]]
[[Category:ComponentStubs]]
Revision as of 18:08, 15 October 2024
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Component image
Reflection Material component as seen in the Scene Inspector
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.
What normal map to use on the reflected image. This can be used as a way to create an illusion of moving heat in a portal gateway, or to add irregularity in the surface of a mirror.