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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|Exp|Float| | |Exp|Float| | ||
|Texture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv13=true| | |Texture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv13=true| | ||
|ZWrite|ZWrite| | |ZWrite|ZWrite|{{Template:Material_ZWrite_Desc}} | ||
|DoubleSided|Bool| | |DoubleSided|Bool| | ||
|OffsetFactor|Float| | |OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}} | ||
|OffsetUnits|Float| | |OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}} | ||
|RenderQueue|Int| | |RenderQueue|Int|{{Template:Material_RenderQueue_Desc}} | ||
|_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv19=true| | |_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv19=true| | ||
|_regularDoubleSided|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv20=true| | |_regularDoubleSided|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv20=true| |
Latest revision as of 00:02, 14 November 2024
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Component image
Wireframe material is a material that can be used to see the edges of the polygons in a mesh. This does not show the polygons of a text renderer.
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. |
Thickness
|
Float | the thickness of the lines in the polygons |
ScreenSpace
|
Bool | whether the thickness should stay constant in width on the screen regardless of distance |
LineColor
|
ColorX | the color of this material's lines |
FillColor
|
ColorX | the color that should fill the center of each polygon. |
InnerLineColor
|
ColorX | |
InnerFillColor
|
ColorX | |
UseFresnel
|
Bool | |
LineFarColor
|
ColorX | what the color of the lines should be when this material is rendered further away zbuffer wise. |
FillFarColor
|
ColorX | |
InnerLineFarColor
|
ColorX | |
InnerFillFarColor
|
ColorX | |
Exp
|
Float | |
Texture
|
ITexture2D | |
ZWrite
|
ZWrite | whether this material should respect the distance it is from the camera. |
DoubleSided
|
Bool | |
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 |
_regular
|
Shader | |
_regularDoubleSided
|
Shader |
Usage
This is useful for debugging or making retro scenes. Simply apply this material to any skinned or mesh renderer's material slot to see that material assignment render this material style.