The '''VolumeUnlitMaterial''' component is used to display 3d textures like Xrays, sunbeams, MRIs, CT scans, or any other 3d texture in a volumetric 3d cube that can optionally be sliced. Can also be used for volumetric lighting, but high texture resolutions can be large and cause considerable render lag.
|Volume|{{RootFieldType|AssetRef`1|[[Type:Texture3D|Texture3D]]}}|TypeAdv5=true| The 3D texture this material should display.
|StepSize|Float|
|StepSize|Float| How many cell details there should be.
|Gain|Float|
|Gain|Float| How much to gain up the color.
|Exp|Float|
|Exp|Float| What exponent to raise colors to.
|AccumulationCutoff|Float|
|AccumulationCutoff|Float| if color goes beyond this brightness, don't render it.
|HitThreshold|Float|
|HitThreshold|Float|
|InputRange|Float|
|InputRange|Float| What range duration within 0<->1 do the colors in the 3d image have? Useful for isolating particular ranges for densities in a CT scan.
|InputOffset|Float|
|InputOffset|Float| at what point does the range start?
|UseAlphaChannel|Bool|
|UseAlphaChannel|Bool| Whether to use the alpha channel in the pixel data of <code>Volume</code>.
|Highlights|{{RootFieldType|SyncList`1|[[#Highlight|Highlight]]}}|TypeAdv15=true| A list of Highlights to use.
}}
}}
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{{Table EnumValues
{{Table EnumValues
|Additive|0|
|Additive|0| Volumetric adds onto the color of things behind it unclamped.
|AdditiveCutoff|1|
|AdditiveCutoff|1| Volumetric adds onto the color of things behind it clamped.
|HitThreshold|2|
|HitThreshold|2|
}}
}}
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{{Table TypeFields
{{Table TypeFields
|Normal|Float3|
|Normal|Float3| The normal direction of the slice in local space.
|Offset|Float|
|Offset|Float| The position of the slice in local space.
}}
}}
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== Examples ==
== Examples ==
* Khawn2u's RTX world with sunbeams.
* displays for imported 3D textures
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== Related Components ==
== See Also ==
</translate>
</translate>
[[Category:ComponentStubs]]
[[Category:ComponentStubs]]
Revision as of 19:04, 6 February 2025
Component image
Volume Unlit Material component as seen in the Scene Inspector
The VolumeUnlitMaterial component is used to display 3d textures like Xrays, sunbeams, MRIs, CT scans, or any other 3d texture in a volumetric 3d cube that can optionally be sliced. Can also be used for volumetric lighting, but high texture resolutions can be large and cause considerable render lag.
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.