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, |
add some info |
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|_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv1=true| | |_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv1=true| | ||
|FontAtlas|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv2=true| | |FontAtlas|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv2=true| | ||
|TintColor|ColorX| | |TintColor|ColorX| The color of the text | ||
|OutlineColor|ColorX| | |OutlineColor|ColorX| The color of the text outline | ||
|BackgroundColor|ColorX| | |BackgroundColor|ColorX| The color of behind each text glyph | ||
|AutoBackgroundColor|Bool| | |AutoBackgroundColor|Bool| Whether to automatically generate the background text | ||
|GlyphRenderMethod|GlyphRenderMethod| | |GlyphRenderMethod|GlyphRenderMethod| How to render each glyph or text character | ||
|PixelRange|Float| | |PixelRange|Float| | ||
|FaceDilate|Float| | |FaceDilate|Float| |
Latest revision as of 16:51, 24 December 2024
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Component image
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 | |
FontAtlas
|
ITexture2D | |
TintColor
|
ColorX | The color of the text |
OutlineColor
|
ColorX | The color of the text outline |
BackgroundColor
|
ColorX | The color of behind each text glyph |
AutoBackgroundColor
|
Bool | Whether to automatically generate the background text |
GlyphRenderMethod
|
GlyphRenderMethod | How to render each glyph or text character |
PixelRange
|
Float | |
FaceDilate
|
Float | |
OutlineThickness
|
Float | |
FaceSoftness
|
Float | |
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 factor wise |
OffsetUnits
|
Float | how much this material should be pushed forwards or backwards on the depth buffer unit wise |
RenderQueue
|
Int | changes at which point a material renders on the render stack |