| 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, |  some fields | ||
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| <translate> | <translate> | ||
| <!--T:1--> | <!--T:1--> | ||
| {{Infobox Component | {{Infobox Component | ||
| |Image=FresnelLerpMaterialComponent.png | |Image=FresnelLerpMaterialComponent.png | ||
| |Name=Fresnel Lerp Material | |Name=Fresnel Lerp Material | ||
| }} | }} | ||
| {{stub}} | |||
| <!--T:2--> | <!--T:2--> | ||
| Line 12: | Line 12: | ||
| {{Table ComponentFields | {{Table ComponentFields | ||
| |HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | |HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | ||
| |_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv1=true| | |_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv1=true| Internal. | ||
| |Lerp|Float| | |Lerp|Float| The value to use to transition between the first and second texture and value sets in absence of <code>LerpTexture</code> | ||
| |LerpTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv3=true| | |LerpTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv3=true| The texture to use to blend linearly between the first and second texture and value sets. | ||
| |LerpTextureScale|Float2| | |LerpTextureScale|Float2|   | ||
| |LerpTextureOffset|Float2| | |LerpTextureOffset|Float2|   | ||
| |LerpTexturePolarUV|Bool| | |LerpTexturePolarUV|Bool|   | ||
| |LerpTexturePolarPower|Float| | |LerpTexturePolarPower|Float|   | ||
| |Exponent0|Float| | |Exponent0|Float|   | ||
| |Exponent1|Float| | |Exponent1|Float|   | ||
| |GammaCurve|Float| | |GammaCurve|Float|   | ||
| |FarColor0|ColorX| | |FarColor0|ColorX|   | ||
| |NearColor0|ColorX| | |NearColor0|ColorX|   | ||
| |FarColor1|ColorX| | |FarColor1|ColorX|   | ||
| |NearColor1|ColorX| | |NearColor1|ColorX|   | ||
| |FarTexture0|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv15=true| | |FarTexture0|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv15=true|   | ||
| |NearTexture0|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv16=true| | |NearTexture0|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv16=true|   | ||
| |FarTexture1|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv17=true| | |FarTexture1|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv17=true|   | ||
| |NearTexture1|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv18=true| | |NearTexture1|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv18=true|   | ||
| |NormalMap0|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv19=true| | |NormalMap0|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv19=true|   | ||
| |NormalMap1|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv20=true| | |NormalMap1|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv20=true|   | ||
| |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 47: | Line 47: | ||
| <!--T:5--> | <!--T:5--> | ||
| ==  | == See Also == | ||
| </translate> | </translate> | ||
| [[Category:ComponentStubs]] | [[Category:ComponentStubs]] | ||
Revision as of 06:55, 19 January 2025
Component image 
Fresnel Lerp Material component as seen in the Scene Inspector 

This article or section is a stub. You can help the Resonite wiki by expanding it.
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. Some components stop their functionality when this field is disabled, but some don't. | 
| 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 | Internal. | 
| Lerp | Float | The value to use to transition between the first and second texture and value sets in absence of LerpTexture | 
| LerpTexture | ITexture2D | The texture to use to blend linearly between the first and second texture and value sets. | 
| LerpTextureScale | Float2 | |
| LerpTextureOffset | Float2 | |
| LerpTexturePolarUV | Bool | |
| LerpTexturePolarPower | Float | |
| Exponent0 | Float | |
| Exponent1 | Float | |
| GammaCurve | Float | |
| FarColor0 | ColorX | |
| NearColor0 | ColorX | |
| FarColor1 | ColorX | |
| NearColor1 | ColorX | |
| FarTexture0 | ITexture2D | |
| NearTexture0 | ITexture2D | |
| FarTexture1 | ITexture2D | |
| NearTexture1 | ITexture2D | |
| NormalMap0 | ITexture2D | |
| NormalMap1 | ITexture2D | |
| 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. | 
| OffsetFactor | Float | How much this material should be pushed forwards or backwards on the depth buffer, based on the polygon's slope relative to the camera (i.e. polygons parallel to the camera will not be affected by this).[1] | 
| OffsetUnits | Float | How much this material should be pushed forwards or backwards on the depth buffer (regardless of the polygon's slope relative to the camera), in units equal to the smallest possible difference for the rendering device being used.[1] | 
| RenderQueue | Int | changes at which point a material renders on the render stack | 
