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Component image Projection360 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. Some components stop their functionality when this field is disabled, but some don't.
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
Texture
ITexture2D
SecondaryTexture
ITexture2D
Cubemap
Cubemap
SecondaryCubemap
Cubemap
CubemapLOD
Nullable`1 <Float >
TextureLerp
Float
Projection
Mode
FieldOfView
Float2
AngleOffset
Float2
PerspectiveFieldOfView
Float2
PerspectiveAngleOffset
Float2
Tint
ColorX
Exposure
Float
Gamma
Float
TintTexture
ITexture2D
TintTextureScale
Float2
TintTextureOffset
Float2
TintTextureMode
TintMode
Tint0
ColorX
Tint1
ColorX
OutsideMode
Outside
OutsideColor
ColorX
TextureOffset
Float2
TextureScale
Float2
StereoTextureTransform
Bool
RightEyeTextureOffset
Float2
RightEyeTextureScale
Float2
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
Determines whether this object should render when it is in front of or behind other objects that respect depth from the camera
BlendMode
BlendMode
How to blend this material's colors vs what it rendered on top of.
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
MaxIntensity
Nullable`1 <Float >
Rect
Rect
See RectClip on Materials .
RectClip
Bool
Toggles if the material should use Rect
ColorMask
ColorMask
What colors behind the material should make it through the filter.
OffsetTexture
ITexture2D
OffsetMask
ITexture2D
OffsetTextureOffset
Float2
OffsetTextureScale
Float2
OffsetMagnitude
Float2
StencilComparison
StencilComparison
See Type:StencilComparison for an in depth explanation on what this does.
StencilOperation
StencilOperation
See Type:StencilOperation for an in depth explanation on what this does.
StencilID
Byte
The Stencil ID of this material. This is sometimes written to the frame buffer's Stencil mask, or used to determine whether this material should render for a particular pixel.
StencilWriteMask
Byte
does a Bitwise AND with this number for every pixel in the frame buffer this is rendering on top of when this object is drawn, after reading from the buffer.
StencilReadMask
Byte
is bitwise ANDed with the Stencil in the frame buffer before the test compares them.
RenderQueue
Int
changes at which point a material renders on the render stack
Mode
Values
Name
Value
Description
OutsideMode
Values
Name
Value
Description
TintMode
Values
Name
Value
Description
Usage Examples See Also