Attach to a slot and put into the materials list of either a [[Component:MeshRenderer]] or [[Component:SkinnedMeshRenderer]] with a mesh to see what it looks like.
<!--T:4-->
<!--T:4-->
== Examples ==
== Examples ==
{{stub}}
<!--T:5-->
<!--T:5-->
== Related Components ==
== See Also ==
</translate>
</translate>
[[Category:ComponentStubs]]
[[Category:Components{{#translation:}}|UV Rect Material]]
[[Category:Components{{#translation:}}|UV Rect Material]]
[[Category:Materials:Special{{#translation:}}|UV Rect Material]]
[[Category:Materials:Special{{#translation:}}|UV Rect Material]]
[[Category:Materials{{#translation:}}|UV Rect Material]]
[[Category:Materials{{#translation:}}|UV Rect Material]]
[[Category:Components:Assets:Materials:Special{{#translation:}}|UV Rect Material]]
[[Category:Components:Assets:Materials:Special{{#translation:}}|UV Rect Material]]
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.
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]
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]