Component:PosterizeMaterial: 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,
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|Name=Posterize Material
|Name=Posterize Material
}}
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The '''PosterizeMaterial''' material reduces the amount of colors in the color pallet of things behind it. This can help make the illusion of a comic book effect.


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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| {{Template:Material_ColorMask}}
|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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|StencilReadMask|Byte|{{Template:Material_StencilReadMask_Desc}}
|StencilReadMask|Byte|{{Template:Material_StencilReadMask_Desc}}
|RenderQueue|Int|{{Template:Material_RenderQueue_Desc}}
|RenderQueue|Int|{{Template:Material_RenderQueue_Desc}}
|_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv10=true|
|_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv10=true| Internal.
|Levels|Float|
|Levels|Float| How many different levels of color there should be per color channel.
|BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}}
|BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}}
|Sidedness|Sidedness|{{Template:Material_Sidedness_Desc}}
|Sidedness|Sidedness|{{Template:Material_Sidedness_Desc}}
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== Related Components ==
== See Also==
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[[Category:ComponentStubs]]
[[Category:Components{{#translation:}}|Posterize Material]]
[[Category:Components{{#translation:}}|Posterize Material]]
[[Category:Materials:Filters{{#translation:}}|Posterize Material]]
[[Category:Materials:Filters{{#translation:}}|Posterize Material]]
[[Category:Materials{{#translation:}}|Posterize Material]]
[[Category:Materials{{#translation:}}|Posterize Material]]
[[Category:Components:Assets:Materials:Filters{{#translation:}}|Posterize Material]]
[[Category:Components:Assets:Materials:Filters{{#translation:}}|Posterize Material]]

Latest revision as of 04:09, 2 January 2025


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Component image 
Posterize Material component as seen in the Scene Inspector

The PosterizeMaterial material reduces the amount of colors in the color pallet of things behind it. This can help make the illusion of a comic book effect.

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
_shader Shader Internal.
Levels Float How many different levels of color there should be per color channel.
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

Usage

Examples

See Also