Component:BlurMaterial: Difference between revisions

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{{Table ComponentFields
{{Table ComponentFields
|HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}}
|HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}}
|Rect|Rect|
|Rect|Rect| {{Template:Material_Rect}}
|RectClip|Bool|
|RectClip|Bool| {{Template:Material_RectClip}}
|ColorMask|ColorMask|
|ColorMask|ColorMask| What colors behind the material should make it through the filter.
|StencilComparison|StencilComparison|{{Template:Material_StencilComparison_Desc}}
|StencilComparison|StencilComparison|{{Template:Material_StencilComparison_Desc}}
|StencilOperation|StencilOperation|{{Template:Material_StencilOperation_Desc}}
|StencilOperation|StencilOperation|{{Template:Material_StencilOperation_Desc}}
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|Spread|Float2| How much the ghost images spread from the center real image to incur the blurring effect
|Spread|Float2| How much the ghost images spread from the center real image to incur the blurring effect
|SpreadMagnitudeTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv12=true| A texture to use that affects the strength of the blur effect.
|SpreadMagnitudeTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv12=true| A texture to use that affects the strength of the blur effect.
|UsePoissonDisc|Bool|  
|UsePoissonDisc|Bool| Use the poisson disk blur algorithm
|DepthFadeDivisor|Float|
|DepthFadeDivisor|Float| This setting uses the depth of the scene as a scaling factor for how blurry the filter is based on this depth, so further out objects get more blurry.
|SpreadTextureScale|Float2| The uv scale of the <code>SpreadMagnitudeTexture</code>
|SpreadTextureScale|Float2| The uv scale of the <code>SpreadMagnitudeTexture</code>
|SpreadTextureOffset|Float2| The uv offset of the <code>SpreadMagnitudeTexture</code>
|SpreadTextureOffset|Float2| The uv offset of the <code>SpreadMagnitudeTexture</code>
|Refract|Bool|
|Refract|Bool| Whether this material should also do refraction effects.
|RefractionStrength|Float|
|RefractionStrength|Float| the strength of the refactions
|NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv19=true|
|NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv19=true| The normal map used in the refraction effect.
|NormalTextureScale|Float2|
|NormalTextureScale|Float2| The scale of the <code>NormalMap</code> texture.
|NormalTextureOffset|Float2|
|NormalTextureOffset|Float2| The offset of the <code>NormalMap</code> texture.
|PerObject|Bool| Whether to do the effect per object rather than to the entire image grab pass done by the shader by default.
|PerObject|Bool| Whether to do the effect per object rather than to the entire image grab pass done by the shader by default.
|BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}}
|BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}}
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== See Also ==
== See Also ==
</translate>
</translate>
[[Category:ComponentStubs]]
[[Category:Components{{#translation:}}|Blur Material]]
[[Category:Components{{#translation:}}|Blur Material]]
[[Category:Materials:Filters{{#translation:}}|Blur Material]]
[[Category:Materials:Filters{{#translation:}}|Blur Material]]
[[Category:Materials{{#translation:}}|Blur Material]]
[[Category:Materials{{#translation:}}|Blur Material]]
[[Category:Components:Assets:Materials:Filters{{#translation:}}|Blur Material]]
[[Category:Components:Assets:Materials:Filters{{#translation:}}|Blur Material]]

Revision as of 03:14, 2 January 2025

Component image 
Blur Material component as seen in the Scene Inspector

The BlurMaterial Component is used to blur objects rendered behind it, by first rendering everything behind it using z-test and then grabbing the pixels, then creating spread transparent ghost images of the original pixels to give the illusion of blur.

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.
Rect Rect See RectClip on Materials.
RectClip Bool Toggles if the material should use Rect
ColorMask ColorMask What colors behind the material should make it through the filter.
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
Iterations Int How many ghost images to make in order to incur the blurring effect
Spread Float2 How much the ghost images spread from the center real image to incur the blurring effect
SpreadMagnitudeTexture ITexture2D A texture to use that affects the strength of the blur effect.
UsePoissonDisc Bool Use the poisson disk blur algorithm
DepthFadeDivisor Float This setting uses the depth of the scene as a scaling factor for how blurry the filter is based on this depth, so further out objects get more blurry.
SpreadTextureScale Float2 The uv scale of the SpreadMagnitudeTexture
SpreadTextureOffset Float2 The uv offset of the SpreadMagnitudeTexture
Refract Bool Whether this material should also do refraction effects.
RefractionStrength Float the strength of the refactions
NormalMap ITexture2D The normal map used in the refraction effect.
NormalTextureScale Float2 The scale of the NormalMap texture.
NormalTextureOffset Float2 The offset of the NormalMap texture.
PerObject Bool Whether to do the effect per object rather than to the entire image grab pass done by the shader by default.
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
_global Shader shader Internal.
_perObject Shader shader Internal.

Usage

Used to make drunk effects, privacy glass, or magic effects.

Examples

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See Also