Component:OverlayUnlitMaterial: Difference between revisions

From Resonite Wiki
Automated: update Fields, Categories
Automated: update 'HighPriorityIntegration' description
 
Line 11: Line 11:
== Fields ==
== Fields ==
{{Table ComponentFields
{{Table ComponentFields
|HighPriorityIntegration|Bool|
|HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}}
|_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv1=true|
|_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv1=true|
|BehindTintColor|ColorX|
|BehindTintColor|ColorX|

Latest revision as of 11:59, 1 August 2024


This article or section is a Stub. You can help the Resonite Wiki by expanding it.


Component image 
Overlay Unlit Material component as seen in the Scene Inspector


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.
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
BehindTintColor ColorX
FrontTintColor ColorX
BehindTexture ITexture2D
BehindTextureScale Float2
BehindTextureOffset Float2
FrontTexture ITexture2D
FrontTextureScale Float2
FrontTextureOffset Float2
BlendMode BlendMode
AlphaCutoff Float
UseVertexColors Bool
VertexColorInterpolationSpace ColorProfile
Sidedness Sidedness
ZWrite ZWrite
PolarUVmapping Bool
PolarPower Float
OffsetFactor Float
OffsetUnits Float
RenderQueue Int

Usage

Examples

Related Components