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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 | |
Lerp
|
Float | |
LerpTexture
|
ITexture2D | |
LerpTextureScale
|
Float2 | |
LerpTextureOffset
|
Float2 | |
Texture0Scale
|
Float2 | |
Texture0Offset
|
Float2 | |
Texture1Scale
|
Float2 | |
Texture1Offset
|
Float2 | |
AlbedoColor0
|
ColorX | |
AlbedoColor1
|
ColorX | |
AlbedoTexture0
|
ITexture2D | |
AlbedoTexture1
|
ITexture2D | |
EmissiveColor0
|
ColorX | |
EmissiveColor1
|
ColorX | |
EmissiveMap0
|
ITexture2D | |
EmissiveMap1
|
ITexture2D | |
NormalMap0
|
ITexture2D | |
NormalMap1
|
ITexture2D | |
NormalScale0
|
Float | |
NormalScale1
|
Float | |
MultiValue
|
Bool | |
OcclusionMap0
|
ITexture2D | |
OcclusionMap1
|
ITexture2D | |
BlendMode
|
BlendMode | How to blend this material's colors vs what it rendered on top of. |
AlphaCutoff
|
Float | |
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 |
Culling
|
Culling | |
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 |
SpecularColor0
|
ColorX | |
SpecularColor1
|
ColorX | |
SpecularMap0
|
ITexture2D | |
SpecularMap1
|
ITexture2D |