add missing enum tables |
Template some fields |
||
Line 47: | Line 47: | ||
|OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}} | |OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}} | ||
|MaxIntensity|'''[[Type:Nullable`1|Nullable`1]]<[[Type:Float|Float]]>'''|TypeAdv35=true| | |MaxIntensity|'''[[Type:Nullable`1|Nullable`1]]<[[Type:Float|Float]]>'''|TypeAdv35=true| | ||
|Rect|Rect| | |Rect|Rect| {{Template:Material_Rect}} | ||
|RectClip|Bool| | |RectClip|Bool| {{Template:Material_RectClip}} | ||
|ColorMask|ColorMask| | |ColorMask|ColorMask| {{Template:Material_ColorMask}} | ||
|OffsetTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv39=true| | |OffsetTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv39=true| | ||
|OffsetMask|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv40=true| | |OffsetMask|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv40=true| | ||
Line 85: | Line 85: | ||
<!--T:5--> | <!--T:5--> | ||
== | == See Also == | ||
</translate> | </translate> | ||
[[Category:Components{{#translation:}}|Projection360 Material]] | [[Category:Components{{#translation:}}|Projection360 Material]] | ||
[[Category:Components With Nested Enums{{#translation:}}|Projection360 Material]] | [[Category:Components With Nested Enums{{#translation:}}|Projection360 Material]] |
Latest revision as of 03:27, 2 January 2025
This article or section is a Stub. You can help the Resonite Wiki by expanding it.
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 | |
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 | Determines whether this object should render when it is in front of or behind other objects that respect depth from the camera |
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 | 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. |
OffsetTexture
|
ITexture2D | |
OffsetMask
|
ITexture2D | |
OffsetTextureOffset
|
Float2 | |
OffsetTextureScale
|
Float2 | |
OffsetMagnitude
|
Float2 | |
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 |
Mode
Name | Value | Description |
---|
OutsideMode
Name | Value | Description |
---|
TintMode
Name | Value | Description |
---|