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 info |
||
Line 7: | Line 7: | ||
|Name=Posterize Material | |Name=Posterize Material | ||
}} | }} | ||
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. | |||
<!--T:2--> | <!--T:2--> | ||
Line 12: | Line 13: | ||
{{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}} | ||
Line 21: | Line 22: | ||
|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}} | ||
Line 36: | Line 37: | ||
<!--T:5--> | <!--T:5--> | ||
== | == See Also== | ||
</translate> | </translate> | ||
[[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
This article or section is a Stub. You can help the Resonite Wiki by expanding it.
Component image
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
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 |