Component:Projection360Material: Difference between revisions

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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,
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,
 
Line 43: Line 43:
|ZWrite|ZWrite|{{Template:Material_ZWrite_Desc}}
|ZWrite|ZWrite|{{Template:Material_ZWrite_Desc}}
|ZTest|ZTest|{{Template:Material_ZTest_Desc}}
|ZTest|ZTest|{{Template:Material_ZTest_Desc}}
|BlendMode|BlendMode|{{Template:Material__Desc}}
|BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}}
|OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}}
|OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}}
|OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}}
|OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}}

Latest revision as of 00:50, 14 November 2024


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Component image 
Projection360 Material component as seen in the Scene Inspector


Fields

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
Texture ITexture2D
SecondaryTexture ITexture2D
Cubemap Cubemap
SecondaryCubemap Cubemap
CubemapLOD Nullable`1<Float>
TextureLerp Float
Projection Mode
FieldOfView Float2
AngleOffset Float2
PerspectiveFieldOfView Float2
PerspectiveAngleOffset Float2
Tint ColorX
Exposure Float
Gamma Float
TintTexture ITexture2D
TintTextureScale Float2
TintTextureOffset Float2
TintTextureMode TintMode
Tint0 ColorX
Tint1 ColorX
OutsideMode Outside
OutsideColor ColorX
TextureOffset Float2
TextureScale Float2
StereoTextureTransform Bool
RightEyeTextureOffset Float2
RightEyeTextureScale Float2
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 Template:Material ZTest Desc
BlendMode BlendMode How to blend this material's colors vs what it rendered on top of.
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
MaxIntensity Nullable`1<Float>
Rect Rect
RectClip Bool
ColorMask ColorMask
OffsetTexture ITexture2D
OffsetMask ITexture2D
OffsetTextureOffset Float2
OffsetTextureScale Float2
OffsetMagnitude Float2
StencilComparison StencilComparison Template:Material StencilComparison Desc
StencilOperation StencilOperation Template:Material StencilOperation Desc
StencilID Byte Template:Material StencilID Desc
StencilWriteMask Byte Template:Material StencilWriteMask Desc
StencilReadMask Byte Template:Material StencilReadMask Desc
RenderQueue Int Template:Material RenderQueue Desc

Usage

Examples

Related Components