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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| Line 15: | Line 15: | ||
|RectClip|Bool|  | |RectClip|Bool|  | ||
|ColorMask|ColorMask|  | |ColorMask|ColorMask|  | ||
|StencilComparison|StencilComparison|  | |StencilComparison|StencilComparison|{{Template:Material_StencilComparison_Desc}}  | ||
|StencilOperation|StencilOperation|  | |StencilOperation|StencilOperation|{{Template:Material_StencilOperation_Desc}}  | ||
|StencilID|Byte|  | |StencilID|Byte|{{Template:Material_StencilID_Desc}}  | ||
|StencilWriteMask|Byte|  | |StencilWriteMask|Byte|{{Template:Material_StencilWriteMask_Desc}}  | ||
|StencilReadMask|Byte|  | |StencilReadMask|Byte|{{Template:Material_StencilReadMask_Desc}}  | ||
|RenderQueue|Int|  | |RenderQueue|Int|{{Template:Material_RenderQueue_Desc}}  | ||
|_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv10=true|  | |_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv10=true|  | ||
|Texture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv11=true|  | |Texture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv11=true|  | ||
| Line 35: | Line 35: | ||
|MaskOffset|Float2|  | |MaskOffset|Float2|  | ||
|MaskMode|MaskTextureMode|  | |MaskMode|MaskTextureMode|  | ||
|BlendMode|BlendMode|  | |BlendMode|BlendMode|{{Template:Material__Desc}}  | ||
|Sidedness|Sidedness|  | |Sidedness|Sidedness|{{Template:Material_Sidedness_Desc}}  | ||
|ZWrite|ZWrite|  | |ZWrite|ZWrite|{{Template:Material_ZWrite_Desc}}  | ||
|ZTest|ZTest|  | |ZTest|ZTest|{{Template:Material_ZTest_Desc}}  | ||
|OffsetFactor|Float|  | |OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}}  | ||
|OffsetUnits|Float|  | |OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}}  | ||
}}  | }}  | ||
Revision as of 00:01, 14 November 2024
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Component image 
UI Unlit Material component as seen in the Scene Inspector 

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. Some components stop their functionality when this field is disabled, but some don't. | 
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. | 
Rect
 | 
Rect | |
RectClip
 | 
Bool | |
ColorMask
 | 
ColorMask | |
StencilComparison
 | 
StencilComparison | See Type:StencilComparison for an in depth explanation on what this does. | 
StencilOperation
 | 
StencilOperation | See Type:StencilOperation for an in depth explanation on what this does. | 
StencilID
 | 
Byte | The Stencil ID of this material. This is sometimes written to the frame buffer's Stencil mask, or used to determine whether this material should render for a particular pixel. | 
StencilWriteMask
 | 
Byte | does a Bitwise AND with this number for every pixel in the frame buffer this is rendering on top of when this object is drawn, after reading from the buffer. | 
StencilReadMask
 | 
Byte | is bitwise ANDed with the Stencil in the frame buffer before the test compares them. | 
RenderQueue
 | 
Int | changes at which point a material renders on the render stack | 
_shader
 | 
Shader | |
Texture
 | 
ITexture2D | |
TextureScale
 | 
Float2 | |
TextureOffset
 | 
Float2 | |
Tint
 | 
ColorX | |
Overlay
 | 
Bool | |
OverlayTint
 | 
ColorX | |
AlphaCutoff
 | 
Float | |
AlphaClip
 | 
Bool | |
TextureMode
 | 
UnlitTextureMode | |
MaskTexture
 | 
ITexture2D | |
MaskScale
 | 
Float2 | |
MaskOffset
 | 
Float2 | |
MaskMode
 | 
MaskTextureMode | |
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. | 
ZTest
 | 
ZTest | Determines whether this object should render when it is in front of or behind other objects that respect depth from the camera | 
OffsetFactor
 | 
Float | How much this material should be pushed forwards or backwards on the depth buffer, based on the polygon's slope relative to the camera (i.e. polygons parallel to the camera will not be affected by this).[1] | 
OffsetUnits
 | 
Float | How much this material should be pushed forwards or backwards on the depth buffer (regardless of the polygon's slope relative to the camera), in units equal to the smallest possible difference for the rendering device being used.[1] |