Automated: update 'HighPriorityIntegration' description |
989onan bot (talk | contribs) Automated: update 'StencilComparison' description,'StencilOperation' description,'StencilID' description,'StencilWriteMask' description,'StencilReadMask' description,'RenderQueue' description,'BlendMode' description,'Sidedness' description,'ZWrite' description,'ZTest' description,'OffsetFactor' description,'OffsetUnits' description, |
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|NormalMap0|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv19=true| | |NormalMap0|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv19=true| | ||
|NormalMap1|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv20=true| | |NormalMap1|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv20=true| | ||
|BlendMode|BlendMode| | |BlendMode|BlendMode|{{Template:Material__Desc}} | ||
|Sidedness|Sidedness| | |Sidedness|Sidedness|{{Template:Material_Sidedness_Desc}} | ||
|ZWrite|ZWrite| | |ZWrite|ZWrite|{{Template:Material_ZWrite_Desc}} | ||
|OffsetFactor|Float| | |OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}} | ||
|OffsetUnits|Float| | |OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}} | ||
|RenderQueue|Int| | |RenderQueue|Int|{{Template:Material_RenderQueue_Desc}} | ||
}} | }} | ||
Revision as of 00:01, 14 November 2024
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Component image
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 | |
Lerp
|
Float | |
LerpTexture
|
ITexture2D | |
LerpTextureScale
|
Float2 | |
LerpTextureOffset
|
Float2 | |
LerpTexturePolarUV
|
Bool | |
LerpTexturePolarPower
|
Float | |
Exponent0
|
Float | |
Exponent1
|
Float | |
GammaCurve
|
Float | |
FarColor0
|
ColorX | |
NearColor0
|
ColorX | |
FarColor1
|
ColorX | |
NearColor1
|
ColorX | |
FarTexture0
|
ITexture2D | |
NearTexture0
|
ITexture2D | |
FarTexture1
|
ITexture2D | |
NearTexture1
|
ITexture2D | |
NormalMap0
|
ITexture2D | |
NormalMap1
|
ITexture2D | |
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. |
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 | Template:Material RenderQueue Desc |