Component:UnlitMaterial: 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}}
|TintColor|ColorX|
|TintColor|ColorX|
|Texture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv2=true|
|Texture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv2=true|

Revision as of 12:00, 1 August 2024


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Component image 
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.
TintColor ColorX
Texture ITexture2D
TextureScale Float2
TextureOffset Float2
MaskTexture ITexture2D
MaskScale Float2
MaskOffset Float2
MaskMode MaskTextureMode
BlendMode BlendMode
AlphaCutoff Float
UseVertexColors Bool
VertexColorInterpolationSpace ColorProfile
Sidedness Sidedness
ZWrite ZWrite
OffsetTexture ITexture2D
OffsetMagnitude Float2
OffsetTextureScale Float2
OffsetTextureOffset Float2
PolarUVmapping Bool
PolarPower Float
StereoTextureTransform Bool
RightEyeTextureScale Float2
RightEyeTextureOffset Float2
DecodeAsNormalMap Bool
UseBillboardGeometry Bool
UsePerBillboardScale Bool
UsePerBillboardRotation Bool
UsePerBillboardUV Bool
BillboardSize Float2
OffsetFactor Float
OffsetUnits Float
RenderQueue Int
_unlit Shader
_unlitBillboard Shader

Usage

Examples

Related Components