Component:ChannelMatrixMaterial

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Component image 
Channel Matrix Material component as seen in the Scene Inspector

The ChannelMatrixMaterial component can be used to make meshes render the colors behind them differently by mixing around the color channels of colors behind them.

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.
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.
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
_shader Shader Internal.
RedFromRed Float How much should be added to the resulting red color from the original red channel
RedFromGreen Float How much should be added to the resulting red color from the original green channel
RedFromBlue Float How much should be added to the resulting red color from the original blue channel
RedOffset Float how much to add to the resulting red color.
GreenFromRed Float How much should be added to the resulting green color from the original red channel
GreenFromGreen Float How much should be added to the resulting green color from the original green channel
GreenFromBlue Float How much should be added to the resulting green color from the original blue channel
GreenOffset Float how much to add to the resulting green color.
BlueFromRed Float How much should be added to the resulting blue color from the original red channel
BlueFromGreen Float How much should be added to the resulting blue color from the original green channel
BlueFromBlue Float How much should be added to the resulting blue color from the original blue channel
BlueOffset Float how much to add to the resulting blue color.
ClampRedMin Float the minimum resulting red color.
ClampGreenMin Float the minimum resulting green color
ClampBlueMin Float the minimum resulting blue color
ClampRedMax Float the maximum resulting red color.
ClampGreenMax Float the maximum resulting green color
ClampBlueMax Float the maximum resulting blue color
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 Determines whether this object should render when it is in front of or behind other objects that respect depth from the camera

Usage

Examples

See Also