Attach to a slot and put into the materials of a renderer like a [[Component:SkinnedMeshRenderer]] or a [[Component:MeshRenderer]] with a mesh to view what the material looks like.
Attach to a slot and put into the materials of a renderer like a [[Component:SkinnedMeshRenderer|SkinnedMeshRenderer]] or a [[Component:MeshRenderer|MeshRenderer]] with a mesh to view what the material looks like.
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Revision as of 12:46, 31 March 2025
Component image
Overlay Fresnel Material component as seen in the Scene Inspector
The Overlay Fresnel Material functions similar to a Fresnel Material with the added attribute of displaying through objects.
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]
Attach to a slot and put into the materials of a renderer like a SkinnedMeshRenderer or a MeshRenderer with a mesh to view what the material looks like.
Examples
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