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, |
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|Name=Xiexe Toon Material | |Name=Xiexe Toon Material | ||
}} | }} | ||
<!--T:3--> | <!--T:3--> | ||
== | == Fields == | ||
{{Table ComponentFields | {{Table ComponentFields | ||
|HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | |HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | ||
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|OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}} | |OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}} | ||
|OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}} | |OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}} | ||
|Culling|Culling| | |Culling|Culling| {{Template:Material_Culling_Desc}} | ||
|ColorMask|ColorMask| | |ColorMask|ColorMask| | ||
|AlbedoUV|Int| | |AlbedoUV|Int| | ||
Line 87: | Line 84: | ||
|EmissionUV|Int| | |EmissionUV|Int| | ||
|RenderQueue|Int|{{Template:Material_RenderQueue_Desc}} | |RenderQueue|Int|{{Template:Material_RenderQueue_Desc}} | ||
|__legacyCutout|Bool| | |__legacyCutout|Bool| Internal. | ||
|_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv74=true| | |_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv74=true| Internal. | ||
|_outline|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv75=true| | |_outline|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv75=true| Internal. | ||
}} | }} | ||
<!--T:4--> | <!--T:4--> | ||
== | == Usage == | ||
== OutlineStyle == | == OutlineStyle == | ||
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== Examples == | == Examples == | ||
{{stub}} | |||
<!--T:6--> | <!--T:6--> | ||
== | == See Also == | ||
</translate> | </translate> | ||
[[Category:Components{{#translation:}}|Xiexe Toon Material]] | [[Category:Components{{#translation:}}|Xiexe Toon Material]] |
Revision as of 17:40, 26 January 2025
This article or section is a stub. You can help the Resonite wiki by expanding it.
Component image 
Xiexe Toon Material component as seen in the Scene Inspector

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. |
MainTexture
|
ITexture2D | |
Color
|
ColorX | |
UseVertexColors
|
Bool | |
VertexColorInterpolationSpace
|
ColorProfile | |
BlendMode
|
BlendMode | How to blend this material's colors vs what it rendered on top of. |
ZWrite
|
ZWrite | whether this material should respect the distance it is from the camera. |
AlphaClip
|
Float | |
MainTextureScale
|
Float2 | |
MainTextureOffset
|
Float2 | |
Saturation
|
Float | |
NormalMap
|
ITexture2D | |
NormalMapScale
|
Float2 | |
NormalMapOffset
|
Float2 | |
NormalScale
|
Float | |
Metallic
|
Float | |
Glossiness
|
Float | |
Reflectivity
|
Float | |
MetallicGlossMap
|
ITexture2D | |
MetallicGlossMapScale
|
Float2 | |
MetallicGlossMapOffset
|
Float2 | |
EmissionMap
|
ITexture2D | |
EmissionColor
|
ColorX | |
EmissionMapScale
|
Float2 | |
EmissionMapOffset
|
Float2 | |
RimColor
|
ColorX | |
RimAlbedoTint
|
Float | |
RimAttenuationEffect
|
Float | |
RimIntensity
|
Float | |
RimRange
|
Float | |
RimThreshold
|
Float | |
RimSharpness
|
Float | |
SpecularIntensity
|
Float | |
SpecularArea
|
Float | |
Matcap
|
ITexture2D | |
MatcapTint
|
ColorX | |
OcclusionMap
|
ITexture2D | |
OcclusionMapScale
|
Float2 | |
OcclusionMapOffset
|
Float2 | |
OcclusionColor
|
ColorX | |
Outline
|
OutlineStyle | Defines the type of Outline to show on the material. |
OutlineWidth
|
Float | |
OutlineColor
|
ColorX | |
OutlineAlbedoTint
|
Bool | |
OutlineMask
|
ITexture2D | Grayscale mask that determines relative thickeness of outline. Black is no outline. White is 100% of the OutlineWidth value. |
ShadowRamp
|
ITexture2D | |
ShadowRampMask
|
ITexture2D | Grayscale mask that selects which pixel row of the Shadow Ramp texture to use for a given texel. |
ShadowRampMaskScale
|
Float2 | |
ShadowRampMaskOffset
|
Float2 | |
ShadowRim
|
ColorX | |
ShadowSharpness
|
Float | |
ShadowRimRange
|
Float | |
ShadowRimThreshold
|
Float | |
ShadowRimSharpness
|
Float | |
ShadowRimAlbedoTint
|
Float | |
ThicknessMap
|
ITexture2D | |
ThicknessMapScale
|
Float2 | |
ThicknessMapOffset
|
Float2 | |
SubsurfaceColor
|
ColorX | |
SubsurfaceDistortion
|
Float | |
SubsurfacePower
|
Float | |
SubsurfaceScale
|
Float | |
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] |
Culling
|
Culling | Whether to show the material on the front, back, or both sides |
ColorMask
|
ColorMask | |
AlbedoUV
|
Int | |
NormalUV
|
Int | |
MetallicUV
|
Int | |
ThicknessUV
|
Int | |
OcclusionUV
|
Int | |
EmissionUV
|
Int | |
RenderQueue
|
Int | changes at which point a material renders on the render stack |
__legacyCutout
|
Bool | Internal. |
_regular
|
Shader | Internal. |
_outline
|
Shader | Internal. |
Usage
OutlineStyle
Name: | OutlineStyle |
Type: | FrooxEngine.XiexeToonMaterial+OutlineStyle
|
Defines the type of outline to show on the material.
Name | Value | Description |
---|---|---|
None
|
0 | There will be no outline. |
Lit
|
1 | The outline will be lit. |
Emissive
|
2 | The outline will be emissive. |
Examples
This article or section is a stub. You can help the Resonite wiki by expanding it.