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Component image
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
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 |