Component:GrayscaleMaterial: Difference between revisions

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{{Infobox Component
{{Infobox Component
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The '''GrayscaleMaterial''' component is a material that allows the mapping of grayscale values from 0 to 1 to any other value.  This is analogous to the [https://docs.blender.org/manual/en/latest/render/shader_nodes/converter/color_ramp.html Color Ramp] node in Blender.  A common misconception is that this can only produce black and white values, however that is only the default gradient, and a user-provided '''Gradient''' texture allows for various colored effects.
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== Introduction ==
 
GrayscaleMaterial is a material that allows the mapping of grayscale values from 0 to 1 to any other value.  This is analogous to the [https://docs.blender.org/manual/en/latest/render/shader_nodes/converter/color_ramp.html Color Ramp] node in Blender.  A common misconception is that this can only produce black and white values, however that is only the default gradient, and a user-provided '''Gradient''' texture allows for various colored effects.


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Revision as of 20:21, 19 November 2024

Component image 
GrayscaleMaterial component as seen in the Scene Inspector

The GrayscaleMaterial component is a material that allows the mapping of grayscale values from 0 to 1 to any other value. This is analogous to the Color Ramp node in Blender. A common misconception is that this can only produce black and white values, however that is only the default gradient, and a user-provided Gradient texture allows for various colored effects.

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.
Rect Rect This article or section is a Stub. You can help the Resonite Wiki by expanding it.
RectClip Bool This article or section is a Stub. You can help the Resonite Wiki by expanding it.
ColorMask ColorMask The color channels to affect
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 This article or section is a Stub. You can help the Resonite Wiki by expanding it.
RatioRed Float The proportion of red to use for grayscale computation
RatioGreen Float The proportion of green to use for grayscale computation
RatioBlue Float The proportion of blue to use for grayscale computation
Lerp Float How much to passthrough of the original (0) or use the filter (1)
Gradient ITexture2D A texture which maps black values on its far left and white values on its far right
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

Behavior

This material acts as a filter which applies on top of other materials.

It first computes a grayscale value for all pixels that overlap with the filter which is computed through a weighted combination of Red, Green, and Blue values that can be directly controlled through the respective ratio inputs.

A user-provided Gradient texture defines how these values are then remapped. The leftmost part of this texture defines what color will correspond to Black (0) and the rightmost part of this texture defines the color that maps to White (1). It is important to set the WrapModeU of this texture to Clamp or else it will bleed values from either side of the texture.

The Lerp field allows you to transition between having the filter off (0) and fully on (1).


Examples

Grayscale Filter Lerp 0
Without GrayscaleMaterial applied
Grayscale Filter Default
Default GrayscaleMaterial
Rainbow Grayscale Filter
GrayscaleMaterial with a rainbow Gradient texture


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