Component:TextUnlitMaterial: 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,
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 
Text Unlit 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
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

Usage

Examples

Related Components