|NearTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv6=true| The texture to show when this material is near to <code>Point</code>.
|FarTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv7=true| The texture to show when this material is far from <code>Point</code>.
|NearTextureScale|Float2|
|NearTextureScale|Float2| The scale of the texture when near <code>Point</code>.
|NearTextureOffset|Float2|
|NearTextureOffset|Float2| The offset of the texture when near <code>Point</code>.
|FarTextureScale|Float2|
|FarTextureScale|Float2| The scale of the texture when far from <code>Point</code>.
|FarTextureOffset|Float2|
|FarTextureOffset|Float2| The offset of the texture when far from <code>Point</code>.
|NearColor|ColorX|
|NearColor|ColorX| The color tint of the texture when near <code>Point</code>.
|FarColor|ColorX|
|FarColor|ColorX| The color tint of the texture when far from <code>Point</code>.
|UseVertexColors|Bool|
|UseVertexColors|Bool| Whether to use mesh vertex colors when rendering
|VertexColorInterpolationSpace|ColorProfile|
|VertexColorInterpolationSpace|ColorProfile| How to blend between vertex colors.
Attach to a slot and use the material Component in the list of materials on a [[Component:MeshRenderer]] or a [[Component:SkinnedMeshRenderer]] with a mesh to view what this material looks like.
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.
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]
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]