DecalDefinitionclass

A decal which can be applied to objects and surfaces.

objectGameResourceDecalDefinition
Namespace
Sandbox
Assembly
Sandbox.Engine
Declaration
public sealed class Sandbox.DecalDefinition : Sandbox.GameResource

Constructors1

Showing 1 constructors

Properties14

Showing 14 properties

public float Sandbox.DecalDefinition.ColorMix { get; set; }PUBLICGETSET

Controls the opacity of the decal's color texture without reducing the impact of the normal or rmo texture. Set to 0 to create a normal/rmo only decal masked by the color textures alpha.

Returns:float

public Sandbox.Texture Sandbox.DecalDefinition.ColorTexture { get; set; }PUBLICGETSET

The color map to use for the decal including transparency which masks the decal. This must be set for other textures to use the decal mask.

Returns:Texture

public float Sandbox.DecalDefinition.CoverageAmount { get; set; }PUBLICGETSET

Adjusts the opacity mask based on the height map.

Returns:float

public float Sandbox.DecalDefinition.EmissionEnergy { get; set; }PUBLICGETSET

Strength of the emission effect.

Returns:float

public Sandbox.Texture Sandbox.DecalDefinition.EmissiveTexture { get; set; }PUBLICGETSET

The emissive texture map to use for the decal.

Returns:Texture

public Sandbox.Rendering.FilterMode Sandbox.DecalDefinition.FilterMode { get; set; }PUBLICGETSET

How the texture gets filtered.

Returns:FilterMode

public float Sandbox.DecalDefinition.Height { get; set; }PUBLICGETSET

Height of the decal.

Returns:float

public Sandbox.Texture Sandbox.DecalDefinition.HeightTexture { get; set; }PUBLICGETSET

The height texture to use for parallax mapping.

Returns:Texture

public Sandbox.Texture Sandbox.DecalDefinition.NormalTexture { get; set; }PUBLICGETSET

The normal texture map to use for the decal.

Returns:Texture

public float Sandbox.DecalDefinition.ParallaxStrength { get; set; }PUBLICGETSET

Strength of the parallax effect.

Returns:float

public Sandbox.Texture Sandbox.DecalDefinition.RoughMetalOcclusionTexture { get; set; }PUBLICGETSET

The Roughness/Metal/Ambient Occlusion texture map to use for the decal, stored in the respective RGB channels.

Returns:Texture

public Color Sandbox.DecalDefinition.Tint { get; set; }PUBLICGETSET

Tints the color of the decal's albedo and can be used to adjust the overall opacity of the decal.

Returns:Color

public float Sandbox.DecalDefinition.Width { get; set; }PUBLICGETSET

Width of the decal.

Returns:float

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