Component:DebugMaterial

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Revision as of 23:45, 15 October 2024 by 989onan (talk | contribs) (add some info)


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Component image 
Debug Material component as seen in the Scene Inspector


Fields

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
Scale Float
Offset Float3
Visualize MeshData What kind of data to visualize for the mesh.
Normalize Bool Enable keeping visualized mesh data within a 0-1 range for all color values.
RenderQueue Int

Usage

MeshData

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Values
Name Value Description
Position 0 Position of the mesh in world space.
Color 1 The vertex colors of the mesh
ColorAlpha 2 The alpha of the vertex colors of the mesh.
Normals 3 The polygon normal shading data of the mesh.
Tangents 4
TangentDir 5
Bitangents 6
UV0s 7 The first UV map data of the mesh
UV1s 8 The second UV map data of the mesh
UV2s 9 The third UV map data of the mesh
UV3s 10 The last UV map data of the mesh


Examples

Related Components