add some info |
add info |
||
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. | ||
|FontAtlas|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv2=true| | |FontAtlas|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv2=true| The font to render. | ||
|TintColor|ColorX| The color of the text | |TintColor|ColorX| The color of the text | ||
|OutlineColor|ColorX| The color of the text outline | |OutlineColor|ColorX| The color of the text outline | ||
|BackgroundColor|ColorX| The color of behind each text glyph | |BackgroundColor|ColorX| The color of behind each text glyph | ||
|AutoBackgroundColor|Bool| Whether to automatically generate the background text | |AutoBackgroundColor|Bool| Whether to automatically generate the background text color. | ||
|GlyphRenderMethod|GlyphRenderMethod| How to render each glyph or text character | |GlyphRenderMethod|GlyphRenderMethod| How to render each glyph or text character. | ||
|PixelRange|Float| | |PixelRange|Float| Sets the distance field range in output pixels. | ||
|FaceDilate|Float| | |FaceDilate|Float| How fat to make the letters like bolding them. | ||
|OutlineThickness|Float| | |OutlineThickness|Float| The thickness of the outline on text for colored outlines. | ||
|FaceSoftness|Float| | |FaceSoftness|Float| How much blurring to do on the edges of the text. | ||
|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 34: | Line 34: | ||
<!--T:3--> | <!--T:3--> | ||
== Usage == | == Usage == | ||
{{stub}} | |||
<!--T:4--> | <!--T:4--> | ||
== Examples == | == Examples == | ||
Used in rendering [[Component:TextRenderer]] and [[Component:Text]] | |||
<!--T:5--> | <!--T:5--> | ||
== | == See Also == | ||
* [[Component:TextRenderer]] | |||
* [[Component:Text]] | |||
</translate> | </translate> | ||
[[Category:Components{{#translation:}}|Text Unlit Material]] | [[Category:Components{{#translation:}}|Text Unlit Material]] | ||
[[Category:Materials:Text{{#translation:}}|Text Unlit Material]] | [[Category:Materials:Text{{#translation:}}|Text Unlit Material]] | ||
[[Category:Materials{{#translation:}}|Text Unlit Material]] | [[Category:Materials{{#translation:}}|Text Unlit Material]] | ||
[[Category:Components:Assets:Materials:Text{{#translation:}}|Text Unlit Material]] | [[Category:Components:Assets:Materials:Text{{#translation:}}|Text Unlit Material]] |
Revision as of 04:07, 6 February 2025
This article or section is a Stub. You can help the Resonite Wiki by expanding it.
Component image 
Text Unlit 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. |
_shader
|
Shader | Internal. |
FontAtlas
|
ITexture2D | The font to render. |
TintColor
|
ColorX | The color of the text |
OutlineColor
|
ColorX | The color of the text outline |
BackgroundColor
|
ColorX | The color of behind each text glyph |
AutoBackgroundColor
|
Bool | Whether to automatically generate the background text color. |
GlyphRenderMethod
|
GlyphRenderMethod | How to render each glyph or text character. |
PixelRange
|
Float | Sets the distance field range in output pixels. |
FaceDilate
|
Float | How fat to make the letters like bolding them. |
OutlineThickness
|
Float | The thickness of the outline on text for colored outlines. |
FaceSoftness
|
Float | How much blurring to do on the edges of the text. |
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 |
RenderQueue
|
Int | changes at which point a material renders on the render stack |
Usage
This article or section is a Stub. You can help the Resonite Wiki by expanding it.
Examples
Used in rendering Component:TextRenderer and Component:Text