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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|OcclusionMap0|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv23=true| | |OcclusionMap0|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv23=true| | ||
|OcclusionMap1|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv24=true| | |OcclusionMap1|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv24=true| | ||
|BlendMode|BlendMode| | |BlendMode|BlendMode|{{Template:Material__Desc}} | ||
|AlphaCutoff|Float| | |AlphaCutoff|Float| | ||
|ZWrite|ZWrite| | |ZWrite|ZWrite|{{Template:Material_ZWrite_Desc}} | ||
|ZTest|ZTest| | |ZTest|ZTest|{{Template:Material_ZTest_Desc}} | ||
|Culling|Culling| | |Culling|Culling| | ||
|OffsetFactor|Float| | |OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}} | ||
|OffsetUnits|Float| | |OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}} | ||
|RenderQueue|Int| | |RenderQueue|Int|{{Template:Material_RenderQueue_Desc}} | ||
|SpecularColor0|ColorX| | |SpecularColor0|ColorX| | ||
|SpecularColor1|ColorX| | |SpecularColor1|ColorX| |
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 | |
Texture0Scale
|
Float2 | |
Texture0Offset
|
Float2 | |
Texture1Scale
|
Float2 | |
Texture1Offset
|
Float2 | |
AlbedoColor0
|
ColorX | |
AlbedoColor1
|
ColorX | |
AlbedoTexture0
|
ITexture2D | |
AlbedoTexture1
|
ITexture2D | |
EmissiveColor0
|
ColorX | |
EmissiveColor1
|
ColorX | |
EmissiveMap0
|
ITexture2D | |
EmissiveMap1
|
ITexture2D | |
NormalMap0
|
ITexture2D | |
NormalMap1
|
ITexture2D | |
NormalScale0
|
Float | |
NormalScale1
|
Float | |
MultiValue
|
Bool | |
OcclusionMap0
|
ITexture2D | |
OcclusionMap1
|
ITexture2D | |
BlendMode
|
BlendMode | How to blend this material's colors vs what it rendered on top of. |
AlphaCutoff
|
Float | |
ZWrite
|
ZWrite | whether this material should respect the distance it is from the camera. |
ZTest
|
ZTest | Template:Material ZTest Desc |
Culling
|
Culling | |
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 |
SpecularColor0
|
ColorX | |
SpecularColor1
|
ColorX | |
SpecularMap0
|
ITexture2D | |
SpecularMap1
|
ITexture2D |