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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{{Infobox Component | {{Infobox Component | ||
|Image=UnlitMaterialComponent.png | |Image=UnlitMaterialComponent.png | ||
|Name=Unlit Material | |Name=Unlit Material | ||
}} | }} | ||
The '''UnlitMaterial''' component is a material that can render meshes without lighting at full bright. Optionally can render each vertex like a square that faces the user or a direction. It can also optionally render differently depending on which eye it is viewed from. This is used in the left and right cat item, and for 3D photos. | |||
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{{Table ComponentFields | {{Table ComponentFields | ||
|HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | |HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | ||
|TintColor|ColorX| | |TintColor|ColorX| The color to multiply or tint by for the entire material. | ||
|Texture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv2=true| | |Texture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv2=true| The texture to show on the mesh surface. | ||
|TextureScale|Float2| | |TextureScale|Float2| The scale of <code>Texture</code>. | ||
|TextureOffset|Float2| | |TextureOffset|Float2| The offset of <code>Texture</code>. | ||
|MaskTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv5=true| | |MaskTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv5=true| How to mask the Unlit Material. Is also used for alpha cutoff. | ||
|MaskScale|Float2| | |MaskScale|Float2| How to scale the mask texture. | ||
|MaskOffset|Float2| | |MaskOffset|Float2| How to offset the mask texture. | ||
|MaskMode|MaskTextureMode| | |MaskMode|MaskTextureMode| How the mask should be used. | ||
|BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}} | |BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}} | ||
|AlphaCutoff|Float| | |AlphaCutoff|Float| at what point that a an alpha value in a pixel in <code>Texture</code> below this value will be cut off and not rendered at all. | ||
|UseVertexColors|Bool| | |UseVertexColors|Bool| Whether the vertex colors of a mesh should be used for rendering the color for this material. | ||
|VertexColorInterpolationSpace|ColorProfile| | |VertexColorInterpolationSpace|ColorProfile| In what color space to interpolate colors between vertices. | ||
|Sidedness|Sidedness|{{Template:Material_Sidedness_Desc}} | |Sidedness|Sidedness|{{Template:Material_Sidedness_Desc}} | ||
|ZWrite|ZWrite|{{Template:Material_ZWrite_Desc}} | |ZWrite|ZWrite|{{Template:Material_ZWrite_Desc}} | ||
|OffsetTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv15=true| | |OffsetTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv15=true| The texture used to offset the positions of pixels. | ||
|OffsetMagnitude|Float2| | |OffsetMagnitude|Float2| How much to amplify the offset effect. | ||
|OffsetTextureScale|Float2| | |OffsetTextureScale|Float2| How much to scale the detail of the <code>OffsetTexture</code> | ||
|OffsetTextureOffset|Float2| | |OffsetTextureOffset|Float2| How much to offset the detail of the <code>OffsetTexture</code> | ||
|PolarUVmapping|Bool| | |PolarUVmapping|Bool| Whether or not to map the texture to the surface in a circular pattern. | ||
|PolarPower|Float| | |PolarPower|Float| The strength of the polar mapping. | ||
|StereoTextureTransform|Bool| | |StereoTextureTransform|Bool| Whether a texture on the surface should appear different in the right eye. | ||
|RightEyeTextureScale|Float2| | |RightEyeTextureScale|Float2| The override for texture in the right eye for scale. | ||
|RightEyeTextureOffset|Float2| | |RightEyeTextureOffset|Float2| The override for texture in the right eye for offset. | ||
|DecodeAsNormalMap|Bool| | |DecodeAsNormalMap|Bool| Whether to decode the textures as a normal map. | ||
|UseBillboardGeometry|Bool| | |UseBillboardGeometry|Bool| Whether to not render the surface, and instead render each vertex like a Particle with this material and texture. | ||
|UsePerBillboardScale|Bool| | |UsePerBillboardScale|Bool| Whether scaling of vertex points should be used for Billboard geometry positioning. | ||
|UsePerBillboardRotation|Bool| | |UsePerBillboardRotation|Bool| Whether rotation of vertex points should be used for Billboard geometry positioning. | ||
|UsePerBillboardUV|Bool| | |UsePerBillboardUV|Bool| Whether uv data of vertex points should be used for Billboard geometry positioning. | ||
|BillboardSize|Float2| | |BillboardSize|Float2| The base size for Billboard geometry. | ||
|OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}} | |OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}} | ||
|OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}} | |OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}} | ||
|RenderQueue|Int|{{Template:Material_RenderQueue_Desc}} | |RenderQueue|Int|{{Template:Material_RenderQueue_Desc}} | ||
|_unlit|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv33=true| | |_unlit|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv33=true| Internal. | ||
|_unlitBillboard|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv34=true| | |_unlitBillboard|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv34=true| Internal. | ||
}} | }} | ||
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== Usage == | == Usage == | ||
Attach to a slot and use the material Component in the list of materials on a [[Component:MeshRenderer]] or a [[Component:SkinnedMeshRenderer]] with a mesh to view what this material looks like. | |||
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== Examples == | == Examples == | ||
{{stub}} | |||
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== | == See Also == | ||
</translate> | </translate> | ||
[[Category:Components{{#translation:}}|Unlit Material]] | [[Category:Components{{#translation:}}|Unlit Material]] | ||
[[Category:Materials:Unlit{{#translation:}}|Unlit Material]] | [[Category:Materials:Unlit{{#translation:}}|Unlit Material]] | ||
[[Category:Materials{{#translation:}}|Unlit Material]] | [[Category:Materials{{#translation:}}|Unlit Material]] | ||
[[Category:Components:Assets:Materials:Unlit{{#translation:}}|Unlit Material]] | [[Category:Components:Assets:Materials:Unlit{{#translation:}}|Unlit Material]] |
Revision as of 05:34, 6 February 2025
Component image 
Unlit Material component as seen in the Scene Inspector

The UnlitMaterial component is a material that can render meshes without lighting at full bright. Optionally can render each vertex like a square that faces the user or a direction. It can also optionally render differently depending on which eye it is viewed from. This is used in the left and right cat item, and for 3D photos.
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. |
TintColor
|
ColorX | The color to multiply or tint by for the entire material. |
Texture
|
ITexture2D | The texture to show on the mesh surface. |
TextureScale
|
Float2 | The scale of Texture .
|
TextureOffset
|
Float2 | The offset of Texture .
|
MaskTexture
|
ITexture2D | How to mask the Unlit Material. Is also used for alpha cutoff. |
MaskScale
|
Float2 | How to scale the mask texture. |
MaskOffset
|
Float2 | How to offset the mask texture. |
MaskMode
|
MaskTextureMode | How the mask should be used. |
BlendMode
|
BlendMode | How to blend this material's colors vs what it rendered on top of. |
AlphaCutoff
|
Float | at what point that a an alpha value in a pixel in Texture below this value will be cut off and not rendered at all.
|
UseVertexColors
|
Bool | Whether the vertex colors of a mesh should be used for rendering the color for this material. |
VertexColorInterpolationSpace
|
ColorProfile | In what color space to interpolate colors between vertices. |
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. |
OffsetTexture
|
ITexture2D | The texture used to offset the positions of pixels. |
OffsetMagnitude
|
Float2 | How much to amplify the offset effect. |
OffsetTextureScale
|
Float2 | How much to scale the detail of the OffsetTexture
|
OffsetTextureOffset
|
Float2 | How much to offset the detail of the OffsetTexture
|
PolarUVmapping
|
Bool | Whether or not to map the texture to the surface in a circular pattern. |
PolarPower
|
Float | The strength of the polar mapping. |
StereoTextureTransform
|
Bool | Whether a texture on the surface should appear different in the right eye. |
RightEyeTextureScale
|
Float2 | The override for texture in the right eye for scale. |
RightEyeTextureOffset
|
Float2 | The override for texture in the right eye for offset. |
DecodeAsNormalMap
|
Bool | Whether to decode the textures as a normal map. |
UseBillboardGeometry
|
Bool | Whether to not render the surface, and instead render each vertex like a Particle with this material and texture. |
UsePerBillboardScale
|
Bool | Whether scaling of vertex points should be used for Billboard geometry positioning. |
UsePerBillboardRotation
|
Bool | Whether rotation of vertex points should be used for Billboard geometry positioning. |
UsePerBillboardUV
|
Bool | Whether uv data of vertex points should be used for Billboard geometry positioning. |
BillboardSize
|
Float2 | The base size for Billboard geometry. |
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 |
_unlit
|
Shader | Internal. |
_unlitBillboard
|
Shader | Internal. |
Usage
Attach to a slot and use the material Component in the list of materials on a Component:MeshRenderer or a Component:SkinnedMeshRenderer with a mesh to view what this material looks like.
Examples
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