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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 | |
Exponent
|
Float | |
GammaCurve
|
Float | |
FarColor
|
ColorX | |
NearColor
|
ColorX | |
FarTexture
|
ITexture2D | |
NearTexture
|
ITexture2D | |
FarTextureScale
|
Float2 | |
FarTextureOffset
|
Float2 | |
NearTextureScale
|
Float2 | |
NearTextureOffset
|
Float2 | |
NormalMap
|
ITexture2D | |
NormalScale
|
Float | |
UseVertexColors
|
Bool | |
VertexColorInterpolationSpace
|
ColorProfile | |
BlendMode
|
BlendMode | How to blend this material's colors vs what it rendered on top of. |
AlphaCutoff
|
Float | |
MaskTexture
|
ITexture2D | |
MaskScale
|
Float2 | |
MaskOffset
|
Float2 | |
MaskMode
|
MaskTextureMode | |
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 | Template:Material ZTest Desc |
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 | Template:Material RenderQueue Desc |
PolarUVmapping
|
Bool | |
PolarPower
|
Float |