Component:FresnelLerpMaterial: Difference between revisions

From Resonite Wiki
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,
some fields
Line 2: Line 2:
<translate>
<translate>
<!--T:1-->
<!--T:1-->
{{stub}}
{{Infobox Component
{{Infobox Component
|Image=FresnelLerpMaterialComponent.png
|Image=FresnelLerpMaterialComponent.png
|Name=Fresnel Lerp Material
|Name=Fresnel Lerp Material
}}
}}
{{stub}}


<!--T:2-->
<!--T:2-->
Line 12: Line 12:
{{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.
|Lerp|Float|
|Lerp|Float| The value to use to transition between the first and second texture and value sets in absence of <code>LerpTexture</code>
|LerpTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv3=true|
|LerpTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv3=true| The texture to use to blend linearly between the first and second texture and value sets.
|LerpTextureScale|Float2|
|LerpTextureScale|Float2|  
|LerpTextureOffset|Float2|
|LerpTextureOffset|Float2|  
|LerpTexturePolarUV|Bool|
|LerpTexturePolarUV|Bool|  
|LerpTexturePolarPower|Float|
|LerpTexturePolarPower|Float|  
|Exponent0|Float|
|Exponent0|Float|  
|Exponent1|Float|
|Exponent1|Float|  
|GammaCurve|Float|
|GammaCurve|Float|  
|FarColor0|ColorX|
|FarColor0|ColorX|  
|NearColor0|ColorX|
|NearColor0|ColorX|  
|FarColor1|ColorX|
|FarColor1|ColorX|  
|NearColor1|ColorX|
|NearColor1|ColorX|  
|FarTexture0|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv15=true|
|FarTexture0|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv15=true|  
|NearTexture0|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv16=true|
|NearTexture0|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv16=true|  
|FarTexture1|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv17=true|
|FarTexture1|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv17=true|  
|NearTexture1|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv18=true|
|NearTexture1|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv18=true|  
|NormalMap0|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv19=true|
|NormalMap0|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv19=true|  
|NormalMap1|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv20=true|
|NormalMap1|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv20=true|  
|BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}}
|BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}}
|Sidedness|Sidedness|{{Template:Material_Sidedness_Desc}}
|Sidedness|Sidedness|{{Template:Material_Sidedness_Desc}}
Line 47: Line 47:


<!--T:5-->
<!--T:5-->
== Related Components ==
== See Also ==
</translate>
</translate>
[[Category:ComponentStubs]]
[[Category:ComponentStubs]]

Revision as of 06:55, 19 January 2025

Component image 
Fresnel Lerp Material component as seen in the Scene Inspector
This article or section is a stub. You can help the Resonite wiki by expanding it.

Fields

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.
Lerp Float The value to use to transition between the first and second texture and value sets in absence of LerpTexture
LerpTexture ITexture2D The texture to use to blend linearly between the first and second texture and value sets.
LerpTextureScale Float2
LerpTextureOffset Float2
LerpTexturePolarUV Bool
LerpTexturePolarPower Float
Exponent0 Float
Exponent1 Float
GammaCurve Float
FarColor0 ColorX
NearColor0 ColorX
FarColor1 ColorX
NearColor1 ColorX
FarTexture0 ITexture2D
NearTexture0 ITexture2D
FarTexture1 ITexture2D
NearTexture1 ITexture2D
NormalMap0 ITexture2D
NormalMap1 ITexture2D
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.
OffsetFactor Float How much this material should be pushed forwards or backwards on the depth buffer, based on the polygon's slope relative to the camera (i.e. polygons parallel to the camera will not be affected by this).[1]
OffsetUnits Float How much this material should be pushed forwards or backwards on the depth buffer (regardless of the polygon's slope relative to the camera), in units equal to the smallest possible difference for the rendering device being used.[1]
RenderQueue Int changes at which point a material renders on the render stack

Usage

Examples

See Also