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|Name=UI Circle Segment | |Name=UI Circle Segment | ||
}} | }} | ||
The '''UI_CircleSegment''' material is used to render a curved circle onto a quad. This component only functions properly when rendered on a [[Component:CircleSegmentShaderMesh]] as it relies on the UV data generated by that mesh to create it's visuals. | |||
== Feilds == | == Feilds == | ||
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|RenderQueue|Int|{{Template:Material_RenderQueue_Desc}} | |RenderQueue|Int|{{Template:Material_RenderQueue_Desc}} | ||
|_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv10=true| Internal. | |_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv10=true| Internal. | ||
|FillTint|ColorX| | |FillTint|ColorX| The center color of the circle arc | ||
|OutlineTint|ColorX| | |OutlineTint|ColorX| The Bounding edges of the circle arc | ||
|Overlay|Bool| | |Overlay|Bool| Whether this material should render on top of everything | ||
|OverlayTint|ColorX| | |OverlayTint|ColorX| what to tint the entire material as. | ||
|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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== See Also == | == See Also == | ||
* [[Component:CircleSegmentShaderMesh]] | |||
[[Category:Materials:UI:Circle Segment{{#translation:}}|UI Circle Segment]] | [[Category:Materials:UI:Circle Segment{{#translation:}}|UI Circle Segment]] | ||
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[[Category:Materials{{#translation:}}|UI Circle Segment]] | [[Category:Materials{{#translation:}}|UI Circle Segment]] | ||
[[Category:Components{{#translation:}}|UI Circle Segment]] | [[Category:Components{{#translation:}}|UI Circle Segment]] | ||
Latest revision as of 02:46, 3 January 2025
Component image
The UI_CircleSegment material is used to render a curved circle onto a quad. This component only functions properly when rendered on a Component:CircleSegmentShaderMesh as it relies on the UV data generated by that mesh to create it's visuals.
Feilds
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. |
FillTint
|
ColorX | The center color of the circle arc |
OutlineTint
|
ColorX | The Bounding edges of the circle arc |
Overlay
|
Bool | Whether this material should render on top of everything |
OverlayTint
|
ColorX | what to tint the entire material as. |
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 |