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Component image
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. |
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 | |
TextureScale
|
Float2 | |
TextureOffset
|
Float2 | |
ColorMaskScale
|
Float2 | |
ColorMaskOffset
|
Float2 | |
ColorMask
|
ITexture2D | |
AlbedoColor0
|
ColorX | |
AlbedoColor1
|
ColorX | |
AlbedoColor2
|
ColorX | |
AlbedoColor3
|
ColorX | |
AlbedoTexture
|
ITexture2D | |
EmissiveColor0
|
ColorX | |
EmissiveColor1
|
ColorX | |
EmissiveColor2
|
ColorX | |
EmissiveColor3
|
ColorX | |
EmissiveMap
|
ITexture2D | |
NormalMap
|
ITexture2D | |
NormalScale
|
Float | |
OcclusionMap
|
ITexture2D | |
Transparent
|
Bool | |
ForceZWrite
|
Bool | |
OffsetFactor
|
Float | how much this material should be pushed forwards or backwards on the depth buffer factor wise |
OffsetUnits
|
Float | how much this material should be pushed forwards or backwards on the depth buffer unit wise |
RenderQueue
|
Int | changes at which point a material renders on the render stack |
Metallic
|
Float | How much metallicness the surface should have if MetallicMap is not specified.
|
Smoothness
|
Float | How much smoothness the surface should have if MetallicMap is not specified.
|
MetallicMap
|
ITexture2D | Metallic Maps |
_regular
|
Shader | Shader, Internal. |
_transparent
|
Shader | Shader, Internal. |
_zwrite
|
Shader | Shader, Internal. |