Skip to content

Renderer

TIP

This component is only responsible for graphics rendering. To set up the item's collider, please go to Physics Object.

Auto Get Mesh

  • Type: bool
  • Default: true

When set to true, the renderer will attempt to get the mesh from the Road Generator component.

MeshAuto Get Mesh = false

  • Type: Mesh
  • Default: Empty

When Auto Get Mesh is set to false, the renderer will use this mesh.

Auto Get Materials

  • Type: bool
  • Default: true

When set to true, the renderer will attempt to get the material from the Road Generator component based on the road type.

MaterialsAuto Get Materials = false

  • Type: Material[]
  • Default: []

When Auto Get Materials is set to false, the renderer will use these materials. The material correspondence is consistent with the settings in the modeling software.

Get Global UV MatAuto Get Mesh = true

  • Type: bool
  • Default: false

Attempts to get a Global UV Material.

Shadow Casting Mode

  • Type: On | Off | Two Sided | Shadows Only
  • Default: On

Sets the shadow casting mode.

  • On: Enables shadow casting.
  • Off: Disables shadow casting.
  • Two Sided: Enables two-sided shadows.
  • Shadows Only: Renders only the shadows.

Auto Optimize

  • Type: bool
  • Default: false

After enabling auto-optimize, the renderer will render once after the game starts and will not render in real-time thereafter. Therefore, for stationary items, it is recommended to enable this option to significantly optimize performance.

Force Set Opacity

  • Type: bool
  • Default: false

When set to true, the renderer will forcibly set the opacity for all materials.

OpacityForce Set Opacity = true

  • Type: float
  • Default: 1.0
  • Range: 0.0 ~ 1.0

Sets the opacity for all materials.

  • When the value is 1, it still uses the A channel value from the albedo map as the opacity.
  • When the value is not 1, this value will be used as the opacity.

Near Dissolve

  • Type: bool
  • Default: false

After enabling near dissolve, the renderer will apply a dissolve effect to the mesh when it is close to the camera.

Released under the MIT License.