Component:TextUnlitMaterial: Difference between revisions

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Automated: update Fields, Categories
Automated: update 'HighPriorityIntegration' description
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== 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|
|FontAtlas|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv2=true|
|FontAtlas|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv2=true|

Revision as of 12:00, 1 August 2024


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Component image 
Text 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
FontAtlas ITexture2D
TintColor ColorX
OutlineColor ColorX
BackgroundColor ColorX
AutoBackgroundColor Bool
GlyphRenderMethod GlyphRenderMethod
PixelRange Float
FaceDilate Float
OutlineThickness Float
FaceSoftness Float
BlendMode BlendMode
Sidedness Sidedness
ZWrite ZWrite
ZTest ZTest
OffsetFactor Float
OffsetUnits Float
RenderQueue Int

Usage

Examples

Related Components