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=FresnelMaterialComponent.png | |Image=FresnelMaterialComponent.png | ||
|Name=Fresnel Material | |Name=Fresnel Material | ||
}} | }} | ||
The '''FresnelLerpMaterial''' component is a material that can be used to make a fresnel effect. | |||
Far on this material is the geometry facing away from the camera and near is the geometry facing towards the camera. | |||
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{{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. | ||
|Exponent|Float| | |Exponent|Float| The sharpness of the fresnel effect. | ||
|GammaCurve|Float| | |GammaCurve|Float| The gamma effect of the material. | ||
|FarColor|ColorX| | |FarColor|ColorX| The color tint of geometry facing away from the camera. | ||
|NearColor|ColorX| | |NearColor|ColorX| The color tint of geometry facing towards the camera. | ||
|FarTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv6=true| | |FarTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv6=true| The texture for the geometry facing away from the camera. | ||
|NearTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv7=true| | |NearTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv7=true| The texture for geometry facing towards the camera. | ||
|FarTextureScale|Float2| | |FarTextureScale|Float2| The UV scale of the far texture. | ||
|FarTextureOffset|Float2| | |FarTextureOffset|Float2| The UV offset of the far texture. | ||
|NearTextureScale|Float2| | |NearTextureScale|Float2| The UV scale of the near texture. | ||
|NearTextureOffset|Float2| | |NearTextureOffset|Float2| The UV offset of the near texture. | ||
|NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv12=true| | |NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv12=true| The normal map of the fresnel data, which is lighting direction data. | ||
|NormalScale|Float| | |NormalScale|Float| The amplification of the normal effect. | ||
|UseVertexColors|Bool| | |UseVertexColors|Bool| Whether the material should use vertex colors from the mesh. | ||
|VertexColorInterpolationSpace|ColorProfile| | |VertexColorInterpolationSpace|ColorProfile| How to interpolate vertex colors on the mesh. | ||
|BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}} | |BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}} | ||
|AlphaCutoff|Float| | |AlphaCutoff|Float| Pixels with alpha below this value on the mask texture are just not rendered at all. | ||
|MaskTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv18=true| | |MaskTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv18=true| The mask texture to use. | ||
|MaskScale|Float2| | |MaskScale|Float2| The UV scale of the mask texture. | ||
|MaskOffset|Float2| | |MaskOffset|Float2| The UV offset of the mask texture. | ||
|MaskMode|MaskTextureMode| | |MaskMode|MaskTextureMode| How to apply the mask texture to the material. | ||
|Sidedness|Sidedness|{{Template:Material_Sidedness_Desc}} | |Sidedness|Sidedness|{{Template:Material_Sidedness_Desc}} | ||
|ZWrite|ZWrite|{{Template:Material_ZWrite_Desc}} | |ZWrite|ZWrite|{{Template:Material_ZWrite_Desc}} | ||
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|OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}} | |OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}} | ||
|RenderQueue|Int|{{Template:Material_RenderQueue_Desc}} | |RenderQueue|Int|{{Template:Material_RenderQueue_Desc}} | ||
|PolarUVmapping|Bool| | |PolarUVmapping|Bool| Whether to use polar UV unwrapping. | ||
|PolarPower|Float| | |PolarPower|Float| The power of the polar UV unwrapping. | ||
}} | }} | ||
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== Usage == | == Usage == | ||
Attach to a slot and put into the materials of a renderer like a [[Component:SkinnedMeshRenderer]] or a [[Component:MeshRenderer]] with a mesh to view what the material looks like. | |||
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== Examples == | == Examples == | ||
{{stub}} | |||
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== | == See Also == | ||
</translate> | </translate> | ||
[[Category:Components{{#translation:}}|Fresnel Material]] | [[Category:Components{{#translation:}}|Fresnel Material]] | ||
[[Category:Materials:Unlit{{#translation:}}|Fresnel Material]] | [[Category:Materials:Unlit{{#translation:}}|Fresnel Material]] | ||
[[Category:Materials{{#translation:}}|Fresnel Material]] | [[Category:Materials{{#translation:}}|Fresnel Material]] | ||
[[Category:Components:Assets:Materials:Unlit{{#translation:}}|Fresnel Material]] | [[Category:Components:Assets:Materials:Unlit{{#translation:}}|Fresnel Material]] |
Revision as of 20:52, 9 February 2025
Component image 
Fresnel Material component as seen in the Scene Inspector

The FresnelLerpMaterial component is a material that can be used to make a fresnel effect.
Far on this material is the geometry facing away from the camera and near is the geometry facing towards the camera.
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. |
Exponent
|
Float | The sharpness of the fresnel effect. |
GammaCurve
|
Float | The gamma effect of the material. |
FarColor
|
ColorX | The color tint of geometry facing away from the camera. |
NearColor
|
ColorX | The color tint of geometry facing towards the camera. |
FarTexture
|
ITexture2D | The texture for the geometry facing away from the camera. |
NearTexture
|
ITexture2D | The texture for geometry facing towards the camera. |
FarTextureScale
|
Float2 | The UV scale of the far texture. |
FarTextureOffset
|
Float2 | The UV offset of the far texture. |
NearTextureScale
|
Float2 | The UV scale of the near texture. |
NearTextureOffset
|
Float2 | The UV offset of the near texture. |
NormalMap
|
ITexture2D | The normal map of the fresnel data, which is lighting direction data. |
NormalScale
|
Float | The amplification of the normal effect. |
UseVertexColors
|
Bool | Whether the material should use vertex colors from the mesh. |
VertexColorInterpolationSpace
|
ColorProfile | How to interpolate vertex colors on the mesh. |
BlendMode
|
BlendMode | How to blend this material's colors vs what it rendered on top of. |
AlphaCutoff
|
Float | Pixels with alpha below this value on the mask texture are just not rendered at all. |
MaskTexture
|
ITexture2D | The mask texture to use. |
MaskScale
|
Float2 | The UV scale of the mask texture. |
MaskOffset
|
Float2 | The UV offset of the mask texture. |
MaskMode
|
MaskTextureMode | How to apply the mask texture to the material. |
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, 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 |
PolarUVmapping
|
Bool | Whether to use polar UV unwrapping. |
PolarPower
|
Float | The power of the polar UV unwrapping. |
Usage
Attach to a slot and put into the materials of a renderer like a Component:SkinnedMeshRenderer or a Component:MeshRenderer with a mesh to view what the material looks like.
Examples
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