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=OverlayFresnelMaterialComponent.png | |Image=OverlayFresnelMaterialComponent.png | ||
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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 of the fresnel | ||
|BehindFarColor|ColorX| | |BehindFarColor|ColorX| The far color tint when the material is behind things and being rendered on top. | ||
|BehindNearColor|ColorX| | |BehindNearColor|ColorX| The near color tint when the material is behind things and being rendered on top. | ||
|FrontFarColor|ColorX| | |FrontFarColor|ColorX| The far color tint when the material is within view. | ||
|FrontNearColor|ColorX| | |FrontNearColor|ColorX| The near color tint when the material is within view. | ||
|BehindFarTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv8=true| | |BehindFarTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv8=true| The far texture when the material is behind things and being rendered on top. | ||
|BehindNearTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv9=true| | |BehindNearTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv9=true| The near texture when the material is behind things and being rendered on top. | ||
|FrontFarTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv10=true| | |FrontFarTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv10=true| The far texture when the material is within view. | ||
|FrontNearTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv11=true| | |FrontNearTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv11=true| The near texture when the material is within view. | ||
|BehindFarTextureScale|Float2| | |BehindFarTextureScale|Float2| The UV texture scale of <code>BehindFarTexture</code>. | ||
|BehindFarTextureOffset|Float2| | |BehindFarTextureOffset|Float2| The UV texture offset of <code>BehindFarTexture</code>. | ||
|BehindNearTextureScale|Float2| | |BehindNearTextureScale|Float2| The UV texture scale of <code>BehindNearTexture</code>. | ||
|BehindNearTextureOffset|Float2| | |BehindNearTextureOffset|Float2| The UV texture offset of <code>BehindNearTexture</code>. | ||
|FrontFarTextureScale|Float2| | |FrontFarTextureScale|Float2| The UV texture scale of <code>FrontFarTexture</code>. | ||
|FrontFarTextureOffset|Float2| | |FrontFarTextureOffset|Float2| The UV texture offset of <code>FrontFarTexture</code>. | ||
|FrontNearTextureScale|Float2| | |FrontNearTextureScale|Float2| The UV texture scale of <code>FrontNearTexture</code>. | ||
|FrontNearTextureOffset|Float2| | |FrontNearTextureOffset|Float2| The UV texture offset of <code>FrontNearTexture</code>. | ||
|NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv20=true| | |NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv20=true| The lighting direction data for the material. | ||
|BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}} | |BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}} | ||
|Sidedness|Sidedness|{{Template:Material_Sidedness_Desc}} | |Sidedness|Sidedness|{{Template:Material_Sidedness_Desc}} | ||
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|OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}} | |OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}} | ||
|OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}} | |OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}} | ||
|PolarUVmapping|Bool| | |PolarUVmapping|Bool| Whether to use Polar UV mapping. | ||
|PolarPower|Float| | |PolarPower|Float| The strength of the polar UV mapping. | ||
}} | }} | ||
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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:}}|Overlay Fresnel Material]] | [[Category:Components{{#translation:}}|Overlay Fresnel Material]] | ||
[[Category:Materials:Unlit{{#translation:}}|Overlay Fresnel Material]] | [[Category:Materials:Unlit{{#translation:}}|Overlay Fresnel Material]] | ||
[[Category:Materials{{#translation:}}|Overlay Fresnel Material]] | [[Category:Materials{{#translation:}}|Overlay Fresnel Material]] | ||
[[Category:Components:Assets:Materials:Unlit{{#translation:}}|Overlay Fresnel Material]] | [[Category:Components:Assets:Materials:Unlit{{#translation:}}|Overlay Fresnel Material]] |
Revision as of 21:12, 9 February 2025
Component image 
Overlay Fresnel Material component as seen in the Scene Inspector

The Overlay Fresnel Material functions similar to a Fresnel Material with the added attribute of displaying through objects.
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 of the fresnel |
BehindFarColor
|
ColorX | The far color tint when the material is behind things and being rendered on top. |
BehindNearColor
|
ColorX | The near color tint when the material is behind things and being rendered on top. |
FrontFarColor
|
ColorX | The far color tint when the material is within view. |
FrontNearColor
|
ColorX | The near color tint when the material is within view. |
BehindFarTexture
|
ITexture2D | The far texture when the material is behind things and being rendered on top. |
BehindNearTexture
|
ITexture2D | The near texture when the material is behind things and being rendered on top. |
FrontFarTexture
|
ITexture2D | The far texture when the material is within view. |
FrontNearTexture
|
ITexture2D | The near texture when the material is within view. |
BehindFarTextureScale
|
Float2 | The UV texture scale of BehindFarTexture .
|
BehindFarTextureOffset
|
Float2 | The UV texture offset of BehindFarTexture .
|
BehindNearTextureScale
|
Float2 | The UV texture scale of BehindNearTexture .
|
BehindNearTextureOffset
|
Float2 | The UV texture offset of BehindNearTexture .
|
FrontFarTextureScale
|
Float2 | The UV texture scale of FrontFarTexture .
|
FrontFarTextureOffset
|
Float2 | The UV texture offset of FrontFarTexture .
|
FrontNearTextureScale
|
Float2 | The UV texture scale of FrontNearTexture .
|
FrontNearTextureOffset
|
Float2 | The UV texture offset of FrontNearTexture .
|
NormalMap
|
ITexture2D | The lighting direction data for the material. |
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. |
RenderQueue
|
Int | changes at which point a material renders on the render stack |
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] |
PolarUVmapping
|
Bool | Whether to use Polar UV mapping. |
PolarPower
|
Float | The strength of the polar UV mapping. |
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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