Component image 
PBS Lerp Specular component as seen in the Scene Inspector

The PBSLerpSpecular component also known as Lerping Material, lerp material, fading material, transitioning material, blending material, changing material. Is a material that can switch textures and texture sets.
If you want to switch between more than two sets of textures, please see Component:MultiTextureFader.
To see detailed info on the textures not unique to this material like albedo and specular, please see Component:PBS_Specular.
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. Some components stop their functionality when this field is disabled, but some don't. |
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. |
_shader
|
Shader | Internal. |
Lerp
|
Float | Whether to show texture 0 (0) or texture 1 (1) or something in between. |
LerpTexture
|
ITexture2D | The texture to use other than lerp to lerp between the texture sets. |
LerpTextureScale
|
Float2 | The size of the LerpTexture on the surface.
|
LerpTextureOffset
|
Float2 | The offset of the LerpTexture on the surface.
|
Texture0Scale
|
Float2 | The size of the Texture0 on the surface.
|
Texture0Offset
|
Float2 | The offset of the Texture0 on the surface.
|
Texture1Scale
|
Float2 | The size of the Texture1 on the surface.
|
Texture1Offset
|
Float2 | The offset of the Texture1 on the surface.
|
AlbedoColor0
|
ColorX | The color tint of Texture0 .
|
AlbedoColor1
|
ColorX | The color tint of Texture1 .
|
AlbedoTexture0
|
ITexture2D | Texture 0 for albedo. |
AlbedoTexture1
|
ITexture2D | Texture 1 for albedo. |
EmissiveColor0
|
ColorX | The emissive texture tint for texture 0. |
EmissiveColor1
|
ColorX | The emissive texture tint for texture 1. |
EmissiveMap0
|
ITexture2D | The texture 0 for emissive. |
EmissiveMap1
|
ITexture2D | The texture 1 for emissive. |
NormalMap0
|
ITexture2D | The texture 0 for normal map. |
NormalMap1
|
ITexture2D | The texture 1 for normal map. |
NormalScale0
|
Float | The normal scale for normal 0. |
NormalScale1
|
Float | The normal scale for normal 1. |
MultiValue
|
Bool | Multiplies the constant value versions of packed texture information with the corrosponding channel of the packed image. |
OcclusionMap0
|
ITexture2D | The occlusion map for texture 0. |
OcclusionMap1
|
ITexture2D | The occlusion map for texture 1. |
BlendMode
|
BlendMode | How to blend this material's colors vs what it rendered on top of. |
AlphaCutoff
|
Float | The minimum threshold for alpha which before this value it will be not rendered for that pixel. |
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 |
Culling
|
Culling | Whether to show the material on the front, back, or both sides |
OffsetFactor
|
Float | how much this material should be pushed forwards or backwards on the depth buffer factor wise |
OffsetUnits
|
Float | how much this material should be pushed forwards or backwards on the depth buffer unit wise |
RenderQueue
|
Int | changes at which point a material renders on the render stack |
SpecularColor0
|
ColorX | The color for the Specular for texture set 0. |
SpecularColor1
|
ColorX | The color for the Specular for texture set 1. |
SpecularMap0
|
ITexture2D | The map for the Specular for texture set 0. |
SpecularMap1
|
ITexture2D | The map for the Specular for texture set 1. |
Usage
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Examples
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