[package] name = "Rendering" description = "Rendering-related state, including global rendering parameters and per-entity state." content = { type = "Asset", schema = true } version = "0.3.1" ambient_version = "0.3.1" [components.cast_shadows] type = "Empty" name = "Cast shadows" description = "If attached, this entity will cast shadows." attributes = ["Debuggable", "Networked", "Store"] [components.color] type = "Vec4" name = "Color" description = "This entity will be tinted with the specified color if the color is not black." attributes = ["Debuggable", "Networked", "Store"] [components.double_sided] type = "Bool" name = "Double-sided" description = "If attached, this controls whether or not the entity will be rendered with double-sided rendering. If not attached, the decision will fall back to the material." attributes = ["Debuggable", "Networked", "Store"] [components.fog_color] type = "Vec3" name = "Fog color" description = "The color of the fog for this `sun`." attributes = ["Debuggable", "Networked", "Store"] [components.fog_density] type = "F32" name = "Fog density" description = "The density of the fog for this `sun`." attributes = ["Debuggable", "Networked", "Store"] [components.fog_height_falloff] type = "F32" name = "Fog height fall-off" description = "The height at which the fog will fall off (i.e. stop being visible) for this `sun`." attributes = ["Debuggable", "Networked", "Store"] [components.joint_matrices] type = { type = "Vec", element_type = "Mat4" } name = "Joint Matrices" description = """ Contains the matrices for each joint of this skinned mesh. This should be used in combination with `joints`.""" attributes = ["Debuggable", "Networked", "Store"] [components.joints] type = { type = "Vec", element_type = "EntityId" } name = "Joints" description = "Contains the joints that comprise this skinned mesh." attributes = ["Debuggable", "Networked", "Store"] [components.light_ambient] type = "Vec3" name = "Light ambient" description = "The ambient light color of the `sun`." attributes = ["Debuggable", "Networked", "Store"] [components.light_diffuse] type = "Vec3" name = "Light diffuse" description = "The diffuse light color of the `sun`." attributes = ["Debuggable", "Networked", "Store"] [components.outline] type = "Vec4" name = "Outline" description = "If attached, this entity will be rendered with an outline with the color specified." attributes = ["Debuggable", "Networked", "Store"] [components.outline_recursive] type = "Vec4" name = "Outline (recursive)" description = """ If attached, this entity and all of its children will be rendered with an outline with the color specified. You do not need to attach `outline` if you have attached `outline_recursive`.""" attributes = ["Debuggable", "Networked", "Store"] [components.overlay] type = "Empty" name = "Overlay" description = "If attached, this entity will be rendered with an overlay." attributes = ["Debuggable", "Networked", "Store"] [components.pbr_material_from_url] type = "String" name = "PBR material from URL" description = "Load a PBR material from the URL and attach it to this entity." attributes = ["Debuggable", "Networked", "Store"] [components.sky] type = "Empty" name = "Sky" description = "Add a realistic skybox to the scene." attributes = ["Debuggable", "Networked", "Store"] [components.sun] type = "F32" name = "Sun" description = """ Marks this entity as a sun (i.e. its rotation will be used to control the global light direction). The entity with the highest `sun` value takes precedence.""" attributes = ["Debuggable", "Networked", "Store"] [components.transparency_group] type = "I32" name = "Transparency group" description = "Controls when this transparent object will be rendered. Transparent objects are sorted by `(transparency_group, z-depth)`." attributes = ["Debuggable", "Networked", "Store"] [components.water] type = "Empty" name = "Water" description = "Add a realistic water plane to this entity." attributes = ["Debuggable", "Networked", "Store"] [components.decal_from_url] type = "String" name = "Decal material from URL" description = "Load a Decal material from the URL and attach it to this entity." attributes = ["Debuggable", "Networked", "Store"] [components.scissors] type = "Uvec4" name = "Scissors" description = "Apply a scissors test to this entity (anything outside the rect will be hidden)." attributes = ["Debuggable", "Networked", "Store"] [components.scissors_recursive] type = "Uvec4" name = "Scissors (recursive)" description = """ If attached, this entity and all of its children will be rendered with an scissor with the rect specified. You do not need to attach `scissors` if you have attached `scissors_recursive`.""" attributes = ["Debuggable", "Networked", "Store"] [components.local_bounding_aabb_min] type = "Vec3" name = "Local bounding AABB min" description = "The minimum point of the local AABB of this entity." attributes = ["Debuggable"] [components.local_bounding_aabb_max] type = "Vec3" name = "Local bounding AABB max" description = "The maximum point of the local AABB of this entity." attributes = ["Debuggable"] [components.world_bounding_aabb_min] type = "Vec3" name = "World bounding AABB min" description = "The minimum point of the world AABB of this entity." attributes = ["Debuggable"] [components.world_bounding_aabb_max] type = "Vec3" name = "World bounding AABB max" description = "The maximum point of the world AABB of this entity." attributes = ["Debuggable"] [components.world_bounding_sphere_center] type = "Vec3" name = "World bounding sphere center" description = "The center of the world bounding sphere of this entity." attributes = ["Debuggable"] [components.world_bounding_sphere_radius] type = "F32" name = "World bounding sphere radius" description = "The radius of the world bounding sphere of this entity." attributes = ["Debuggable"]