add see also |
989onan bot (talk | contribs) Automated: update '_shader' description,'FontAtlas' description,'TintColor' description,'OutlineColor' description,'BackgroundColor' description,'AutoBackgroundColor' description,'GlyphRenderMethod' description,'PixelRange' description,'FaceDilate' description,'OutlineThickness' description,'FaceSoftness' description,'Overlay' description,'OverlayTint' description, |
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{{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|{{Template:Material__shader}} | ||
|FontAtlas|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv2=true| | |FontAtlas|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv2=true|{{Template:Material_FontAtlas}} | ||
|TintColor|ColorX| | |TintColor|ColorX|{{Template:Material_TintColor}} | ||
|OutlineColor|ColorX| | |OutlineColor|ColorX|{{Template:Material_OutlineColor}} | ||
|BackgroundColor|ColorX| | |BackgroundColor|ColorX|{{Template:Material_BackgroundColor}} | ||
|AutoBackgroundColor|Bool| | |AutoBackgroundColor|Bool|{{Template:Material_AutoBackgroundColor}} | ||
|GlyphRenderMethod|GlyphRenderMethod| | |GlyphRenderMethod|GlyphRenderMethod|{{Template:Material_GlyphRenderMethod}} | ||
|PixelRange|Float| | |PixelRange|Float|{{Template:Material_PixelRange}} | ||
|FaceDilate|Float| | |FaceDilate|Float|{{Template:Material_FaceDilate}} | ||
|OutlineThickness|Float| | |OutlineThickness|Float|{{Template:Material_OutlineThickness}} | ||
|FaceSoftness|Float| | |FaceSoftness|Float|{{Template:Material_FaceSoftness}} | ||
|BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}} | |BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}} | ||
|Sidedness|Sidedness|{{Template:Material_Sidedness_Desc}} | |Sidedness|Sidedness|{{Template:Material_Sidedness_Desc}} | ||
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|OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}} | |OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}} | ||
|RenderQueue|Int|{{Template:Material_RenderQueue_Desc}} | |RenderQueue|Int|{{Template:Material_RenderQueue_Desc}} | ||
|Overlay|Bool| | |Overlay|Bool|{{Template:Material_Overlay}} | ||
|OverlayTint|ColorX| | |OverlayTint|ColorX|{{Template:Material_OverlayTint}} | ||
|Rect|Rect| {{Template:Material_Rect}} | |Rect|Rect| {{Template:Material_Rect}} | ||
|RectClip|Bool| {{Template:Material_RectClip}} | |RectClip|Bool| {{Template:Material_RectClip}} |
Latest revision as of 20:44, 29 June 2025
Component image 
UI Text Unlit Material component as seen in the Scene Inspector

The UI_TextUnlitMaterial component is a material used to render text glyphs on a UIX. It does so via meshes that automatically generates UV maps that map to each character on a font map. Such as Component:Text and Component:TextRenderer.
Usage
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. |
FontAtlas
|
ITexture2D | The font to render. |
TintColor
|
ColorX | What color to tint the projected image. |
OutlineColor
|
ColorX | The color of the outline around the mesh. |
BackgroundColor
|
ColorX | The color of behind each text glyph |
AutoBackgroundColor
|
Bool | Whether to automatically generate the background text color. |
GlyphRenderMethod
|
GlyphRenderMethod | How to render each glyph or text character. |
PixelRange
|
Float | Sets the distance field range in output pixels. |
FaceDilate
|
Float | How fat to make the letters like bolding them. |
OutlineThickness
|
Float | The thickness of the outline on text for colored outlines. |
FaceSoftness
|
Float | How much blurring to do on the edges of the text. |
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 |
OffsetFactor
|
Float | how much this material should be pushed forwards or backwards on the depth buffer factor wise |
OffsetUnits
|
Float | how much this material should be pushed forwards or backwards on the depth buffer unit wise |
RenderQueue
|
Int | changes at which point a material renders on the render stack |
Overlay
|
Bool | Whether this material should render on top of everything |
OverlayTint
|
ColorX | what to tint the entire material as. |
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. |
Usage
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Examples
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