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{{Infobox Component | {{Infobox Component | ||
|Image=PixelateMaterialComponent.png | |Image=PixelateMaterialComponent.png | ||
|Name=Pixelate Material | |Name=Pixelate Material | ||
}} | }} | ||
The '''Pixelate Material''' component point filters the colors behind it using a spaced out grid of points. It then uses the colors to make a new pixel grid which makes up the pixelated effect it generates. | |||
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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}} | ||
|PerObject|Bool| | |PerObject|Bool| Whether to apply this effect per object behind it or to the whole image buffer during rendering. | ||
|Resolution|Float2| | |Resolution|Float2| The resolution of the pixel effect. | ||
|ResolutionMagnitudeTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv12=true| | |ResolutionMagnitudeTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv12=true| The texture to determine the resolution of certain areas of the surface. | ||
|ResolutionTextureScale|Float2| | |ResolutionTextureScale|Float2| How big to scale the <code>ResolutionMagnitudeTexture</code> along the surface. | ||
|ResolutionTextureOffset|Float2| | |ResolutionTextureOffset|Float2| How much to offset the <code>ResolutionMagnitudeTexture</code> along the surface. | ||
|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]]}}|TypeAdv19=true| | |_global|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv19=true| Internal. | ||
|_perObject|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv20=true| | |_perObject|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv20=true| Internal. | ||
}} | }} | ||
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== Usage == | == Usage == | ||
Attach to a slot and then insert into a [[Component:SkinnedMeshRenderer|SkinnedMeshRenderer]] or [[Component:MeshRenderer|MeshRenderer]] with a mesh to view it. | |||
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== Examples == | == Examples == | ||
{{stub}} | |||
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== See Also == | == See Also == | ||
</translate> | </translate> | ||
[[Category:Components{{#translation:}}|Pixelate Material]] | [[Category:Components{{#translation:}}|Pixelate Material]] | ||
[[Category:Materials:Filters{{#translation:}}|Pixelate Material]] | [[Category:Materials:Filters{{#translation:}}|Pixelate Material]] | ||
[[Category:Materials{{#translation:}}|Pixelate Material]] | [[Category:Materials{{#translation:}}|Pixelate Material]] | ||
[[Category:Components:Assets:Materials:Filters{{#translation:}}|Pixelate Material]] | [[Category:Components:Assets:Materials:Filters{{#translation:}}|Pixelate Material]] |
Latest revision as of 23:40, 31 March 2025
Component image 
Pixelate Material component as seen in the Scene Inspector

The Pixelate Material component point filters the colors behind it using a spaced out grid of points. It then uses the colors to make a new pixel grid which makes up the pixelated effect it generates.
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. |
Rect
|
Rect | See RectClip on Materials. |
RectClip
|
Bool | Toggles if the material should use Rect
|
ColorMask
|
ColorMask | What colors behind the material should make it through the filter. |
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 |
PerObject
|
Bool | Whether to apply this effect per object behind it or to the whole image buffer during rendering. |
Resolution
|
Float2 | The resolution of the pixel effect. |
ResolutionMagnitudeTexture
|
ITexture2D | The texture to determine the resolution of certain areas of the surface. |
ResolutionTextureScale
|
Float2 | How big to scale the ResolutionMagnitudeTexture along the surface.
|
ResolutionTextureOffset
|
Float2 | How much to offset the ResolutionMagnitudeTexture along the surface.
|
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 | Internal. |
_perObject
|
Shader | Internal. |
Usage
Attach to a slot and then insert into a SkinnedMeshRenderer or MeshRenderer with a mesh to view it.
Examples
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