Component:XiexeToonMaterial: Difference between revisions

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Automated: update 'HighPriorityIntegration' description
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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|UseVertexColors|Bool|
|UseVertexColors|Bool|
|VertexColorInterpolationSpace|ColorProfile|
|VertexColorInterpolationSpace|ColorProfile|
|BlendMode|BlendMode|
|BlendMode|BlendMode|{{Template:Material__Desc}}
|ZWrite|ZWrite|
|ZWrite|ZWrite|{{Template:Material_ZWrite_Desc}}
|AlphaClip|Float|
|AlphaClip|Float|
|MainTextureScale|Float2|
|MainTextureScale|Float2|
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|SubsurfacePower|Float|
|SubsurfacePower|Float|
|SubsurfaceScale|Float|
|SubsurfaceScale|Float|
|OffsetFactor|Float|
|OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}}
|OffsetUnits|Float|
|OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}}
|Culling|Culling|
|Culling|Culling|
|ColorMask|ColorMask|
|ColorMask|ColorMask|
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|OcclusionUV|Int|
|OcclusionUV|Int|
|EmissionUV|Int|
|EmissionUV|Int|
|RenderQueue|Int|
|RenderQueue|Int|{{Template:Material_RenderQueue_Desc}}
|__legacyCutout|Bool|
|__legacyCutout|Bool|
|_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv74=true|
|_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv74=true|

Revision as of 00:02, 14 November 2024


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Component image 
Xiexe Toon Material component as seen in the Scene Inspector


Introduction

Usage

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.
MainTexture ITexture2D
Color ColorX
UseVertexColors Bool
VertexColorInterpolationSpace ColorProfile
BlendMode BlendMode How to blend this material's colors vs what it rendered on top of.
ZWrite ZWrite whether this material should respect the distance it is from the camera.
AlphaClip Float
MainTextureScale Float2
MainTextureOffset Float2
Saturation Float
NormalMap ITexture2D
NormalMapScale Float2
NormalMapOffset Float2
NormalScale Float
Metallic Float
Glossiness Float
Reflectivity Float
MetallicGlossMap ITexture2D
MetallicGlossMapScale Float2
MetallicGlossMapOffset Float2
EmissionMap ITexture2D
EmissionColor ColorX
EmissionMapScale Float2
EmissionMapOffset Float2
RimColor ColorX
RimAlbedoTint Float
RimAttenuationEffect Float
RimIntensity Float
RimRange Float
RimThreshold Float
RimSharpness Float
SpecularIntensity Float
SpecularArea Float
Matcap ITexture2D
MatcapTint ColorX
OcclusionMap ITexture2D
OcclusionMapScale Float2
OcclusionMapOffset Float2
OcclusionColor ColorX
Outline OutlineStyle Defines the type of Outline to show on the material.
OutlineWidth Float
OutlineColor ColorX
OutlineAlbedoTint Bool
OutlineMask ITexture2D Grayscale mask that determines relative thickeness of outline. Black is no outline. White is 100% of the OutlineWidth value.
ShadowRamp ITexture2D
ShadowRampMask ITexture2D Grayscale mask that selects which pixel row of the Shadow Ramp texture to use for a given texel.
ShadowRampMaskScale Float2
ShadowRampMaskOffset Float2
ShadowRim ColorX
ShadowSharpness Float
ShadowRimRange Float
ShadowRimThreshold Float
ShadowRimSharpness Float
ShadowRimAlbedoTint Float
ThicknessMap ITexture2D
ThicknessMapScale Float2
ThicknessMapOffset Float2
SubsurfaceColor ColorX
SubsurfaceDistortion Float
SubsurfacePower Float
SubsurfaceScale Float
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
Culling Culling
ColorMask ColorMask
AlbedoUV Int
NormalUV Int
MetallicUV Int
ThicknessUV Int
OcclusionUV Int
EmissionUV Int
RenderQueue Int Template:Material RenderQueue Desc
__legacyCutout Bool
_regular Shader
_outline Shader

Behavior

OutlineStyle

Nested Enum
Name: OutlineStyle
Type: FrooxEngine.XiexeToonMaterial+OutlineStyle

Defines the type of outline to show on the material.

Values
Name Value Description
None 0 There will be no outline.
Lit 1 The outline will be lit.
Emissive 2 The outline will be emissive.


Examples

Related Components