Component:TextureDebugMaterial: Difference between revisions

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|Name=Texture Debug Material
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The '''TextureDebugMaterial''' component shows a grayscale of a texture channel. Used for debugging.


== Usage ==
== Fields ==
{{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.
|Texture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv2=true|
|Texture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv2=true| The texture to debug data for.
|TextureChannel|Float|
|TextureChannel|Float| The channel to display from <code>Texture</code> as the surface.
}}
}}


== Behavior ==
== Usage ==
Attach to a [[Component:MeshRenderer]] or [[Component:SkinnedMeshRenderer]] with a mesh to view what this material looks like.


== Examples ==
== Examples ==
{{stub}}


== See Also ==
== See Also ==
* [[Color Splat Materials]]


[[Category:Materials:Special{{#translation:}}|Texture Debug Material]]
[[Category:Materials:Special{{#translation:}}|Texture Debug Material]]
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[[Category:Materials{{#translation:}}|Texture Debug Material]]
[[Category:Materials{{#translation:}}|Texture Debug Material]]
[[Category:Components{{#translation:}}|Texture Debug Material]]
[[Category:Components{{#translation:}}|Texture Debug Material]]
[[Category:ComponentStubs]]

Revision as of 04:02, 6 February 2025

Component image 
Texture Debug Material component as seen in the Scene Inspector

The TextureDebugMaterial component shows a grayscale of a texture channel. Used for debugging.

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. 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.
Texture ITexture2D The texture to debug data for.
TextureChannel Float The channel to display from Texture as the surface.

Usage

Attach to a Component:MeshRenderer or Component:SkinnedMeshRenderer with a mesh to view what this material looks like.

Examples

This article or section is a Stub. You can help the Resonite Wiki by expanding it.

See Also