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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. |
Rect
|
Rect | |
RectClip
|
Bool | |
ColorMask
|
ColorMask | |
StencilComparison
|
StencilComparison | Template:Material StencilComparison Desc |
StencilOperation
|
StencilOperation | Template:Material StencilOperation Desc |
StencilID
|
Byte | Template:Material StencilID Desc |
StencilWriteMask
|
Byte | Template:Material StencilWriteMask Desc |
StencilReadMask
|
Byte | Template:Material StencilReadMask Desc |
RenderQueue
|
Int | Template:Material RenderQueue Desc |
Iterations
|
Int | |
Spread
|
Float2 | |
SpreadMagnitudeTexture
|
ITexture2D | |
UsePoissonDisc
|
Bool | |
DepthFadeDivisor
|
Float | |
SpreadTextureScale
|
Float2 | |
SpreadTextureOffset
|
Float2 | |
Refract
|
Bool | |
RefractionStrength
|
Float | |
NormalMap
|
ITexture2D | |
NormalTextureScale
|
Float2 | |
NormalTextureOffset
|
Float2 | |
PerObject
|
Bool | |
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. |
ZTest
|
ZTest | Template:Material ZTest Desc |
_global
|
Shader | |
_perObject
|
Shader |