Protected
constructorIf disabled, the Component will stop enacting its behavior.
When a ScreenTransform is present on this SceneObject,
and extentsTarget
is a child of this SceneObject, extentsTarget
will be repositioned to match the exact
area this MeshVisual is being rendered. Very useful for Image and Text components.
When a ScreenTransform is attached to the same SceneObject, this controls how the mesh will be positioned horizontally depending on stretchMode
.
Returns the first Material.
Returns the mainPass
of the mainMaterial
.
Get the array of materials used by the MaterialMeshVisual.
None = 0, Caster = 1, Receiver = 2
Readonly
sceneThe scene object this component is on.
Affects the color of shadows being cast by this MeshVisual. The color of the cast shadow is a mix between shadowColor and the material's base texture color. The alpha value of shadowColor controls the mixing of these two colors, with 0 = shadowColor and 1 = shadowColor * textureColor.
Density of shadows cast by this MeshVisual.
When a ScreenTransform is attached to the same SceneObject, this controls how the mesh will be stretched relative to the ScreenTransform's boundaries.
Readonly
uniqueWhen a ScreenTransform is attached to the same SceneObject, this controls how the mesh will be positioned vertically depending on stretchMode
.
Clears all Materials.
Destroys the component.
Returns the number of Materials used for rendering.
Returns the order of this Visual in the render queue.
Returns the SceneObject the component is attached to.
Returns the Transform this component is attached to.
Returns the name of this object's type.
Returns true if the object matches or derives from the passed in type.
Returns true if this object is the same as other
. Useful for checking if two references point to the same thing.
Range maximum of the local-space axis-aligned bounding box (AABB) of the visual.
Range minimum of the local-space axis-aligned bounding box (AABB) of the visual.
Sets the order of this Visual in the render queue.
Projects screen positions from camera
's view onto the mesh's UVs.
If the MeshVisual's material uses the same texture as the camera input, the MeshVisual will look identical to the part of the screen it covers.
Range maximum of the world-space axis-aligned bounding box (AABB) of the visual.
Range minimum of the world-space axis-aligned bounding box (AABB) of the visual.
Uses an input color lookup table image to adjust the coloring of the Lens.
See
Color Correction Post Effect guide.
Example