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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{{Infobox Component | {{Infobox Component | ||
|Image=BlurMaterialComponent.png | |Image=BlurMaterialComponent.png | ||
|Name=Blur Material | |Name=Blur Material | ||
}} | }} | ||
The '''BlurMaterial''' Component is used to blur objects rendered behind it, by first rendering everything behind it using z-test and then grabbing the pixels, then creating spread transparent ghost images of the original pixels to give the illusion of blur. | |||
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|StencilReadMask|Byte|{{Template:Material_StencilReadMask_Desc}} | |StencilReadMask|Byte|{{Template:Material_StencilReadMask_Desc}} | ||
|RenderQueue|Int|{{Template:Material_RenderQueue_Desc}} | |RenderQueue|Int|{{Template:Material_RenderQueue_Desc}} | ||
|Iterations|Int| | |Iterations|Int| How many ghost images to make in order to incur the blurring effect | ||
|Spread|Float2| | |Spread|Float2| How much the ghost images spread from the center real image to incur the blurring effect | ||
|SpreadMagnitudeTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv12=true| | |SpreadMagnitudeTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv12=true| A texture to use that affects the strength of the blur effect. | ||
|UsePoissonDisc|Bool| | |UsePoissonDisc|Bool| | ||
|DepthFadeDivisor|Float| | |DepthFadeDivisor|Float| | ||
|SpreadTextureScale|Float2| | |SpreadTextureScale|Float2| The uv scale of the <code>SpreadMagnitudeTexture</code> | ||
|SpreadTextureOffset|Float2| | |SpreadTextureOffset|Float2| The uv offset of the <code>SpreadMagnitudeTexture</code> | ||
|Refract|Bool| | |Refract|Bool| | ||
|RefractionStrength|Float| | |RefractionStrength|Float| | ||
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|NormalTextureScale|Float2| | |NormalTextureScale|Float2| | ||
|NormalTextureOffset|Float2| | |NormalTextureOffset|Float2| | ||
|PerObject|Bool| | |PerObject|Bool| Whether to do the effect per object rather than to the entire image grab pass done by the shader by default. | ||
|BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}} | |BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}} | ||
|Sidedness|Sidedness|{{Template:Material_Sidedness_Desc}} | |Sidedness|Sidedness|{{Template:Material_Sidedness_Desc}} | ||
|ZWrite|ZWrite|{{Template:Material_ZWrite_Desc}} | |ZWrite|ZWrite|{{Template:Material_ZWrite_Desc}} | ||
|ZTest|ZTest|{{Template:Material_ZTest_Desc}} | |ZTest|ZTest|{{Template:Material_ZTest_Desc}} | ||
|_global|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv27=true| | |_global|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv27=true| shader Internal. | ||
|_perObject|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv28=true| | |_perObject|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv28=true| shader Internal. | ||
}} | }} | ||
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== Usage == | == Usage == | ||
Used to make drunk effects, privacy glass, or magic effects. | |||
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== Examples == | == Examples == | ||
{{stub}} | |||
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== | == See Also == | ||
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[[Category:ComponentStubs]] | [[Category:ComponentStubs]] |
Revision as of 17:52, 22 December 2024
Component image
The BlurMaterial Component is used to blur objects rendered behind it, by first rendering everything behind it using z-test and then grabbing the pixels, then creating spread transparent ghost images of the original pixels to give the illusion of blur.
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. |
Rect
|
Rect | |
RectClip
|
Bool | |
ColorMask
|
ColorMask | |
StencilComparison
|
StencilComparison | See Type:StencilComparison for an in depth explanation on what this does. |
StencilOperation
|
StencilOperation | See Type:StencilOperation for an in depth explanation on what this does. |
StencilID
|
Byte | The Stencil ID of this material. This is sometimes written to the frame buffer's Stencil mask, or used to determine whether this material should render for a particular pixel. |
StencilWriteMask
|
Byte | does a Bitwise AND with this number for every pixel in the frame buffer this is rendering on top of when this object is drawn, after reading from the buffer. |
StencilReadMask
|
Byte | is bitwise ANDed with the Stencil in the frame buffer before the test compares them. |
RenderQueue
|
Int | changes at which point a material renders on the render stack |
Iterations
|
Int | How many ghost images to make in order to incur the blurring effect |
Spread
|
Float2 | How much the ghost images spread from the center real image to incur the blurring effect |
SpreadMagnitudeTexture
|
ITexture2D | A texture to use that affects the strength of the blur effect. |
UsePoissonDisc
|
Bool | |
DepthFadeDivisor
|
Float | |
SpreadTextureScale
|
Float2 | The uv scale of the SpreadMagnitudeTexture
|
SpreadTextureOffset
|
Float2 | The uv offset of the SpreadMagnitudeTexture
|
Refract
|
Bool | |
RefractionStrength
|
Float | |
NormalMap
|
ITexture2D | |
NormalTextureScale
|
Float2 | |
NormalTextureOffset
|
Float2 | |
PerObject
|
Bool | Whether to do the effect per object rather than to the entire image grab pass done by the shader by default. |
BlendMode
|
BlendMode | How to blend this material's colors vs what it rendered on top of. |
Sidedness
|
Sidedness | Render on both sides of the mesh, front, or back. |
ZWrite
|
ZWrite | whether this material should respect the distance it is from the camera. |
ZTest
|
ZTest | Determines whether this object should render when it is in front of or behind other objects that respect depth from the camera |
_global
|
Shader | shader Internal. |
_perObject
|
Shader | shader Internal. |
Usage
Used to make drunk effects, privacy glass, or magic effects.
Examples
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