Component:PBS ColorMaskSpecular

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Component image 
PBS_ColorMaskSpecular component as seen in the Scene Inspector

The PBS_ColorMaskSpecular material is a specular material that allows for four distinct colors to be used separately or mixed in on different areas of the surface based on an image map.

Fields

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 Shader, Internal.
TextureScale Float2 The uv scale of all textures except color masks.
TextureOffset Float2 The uv offset of all textures except color masks.
ColorMaskScale Float2 The uv scale of color masks.
ColorMaskOffset Float2 The uv offset of color masks.
ColorMask ITexture2D The color mask for the material.
AlbedoColor0 ColorX The color to use for spots where R is on ColorMask
AlbedoColor1 ColorX The color to use for spots where G is on ColorMask
AlbedoColor2 ColorX The color to use for spots where B is on ColorMask
AlbedoColor3 ColorX The color to use for spots where A is on ColorMask
AlbedoTexture ITexture2D The texture to use on the surface.
EmissiveColor0 ColorX The color to use for spots where R is on AlbedoTexture
EmissiveColor1 ColorX The color to use for spots where G is on AlbedoTexture
EmissiveColor2 ColorX The color to use for spots where B is on AlbedoTexture
EmissiveColor3 ColorX The color to use for spots where A is on AlbedoTexture
EmissiveMap ITexture2D The map to use to control the intensity of emissions.
NormalMap ITexture2D The map to use to control lighting data or normals.
NormalScale Float The strength of the application of lighting data from the NormalMap
OcclusionMap ITexture2D The map to use for lighting effectiveness or Occlusion.
Transparent Bool Whether this should render transparent (BROKEN Right now)
ForceZWrite Bool Whether to enforce writing to the Z-buffer.
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
SpecularColor ColorX The color of the specular shine on specular sections.
SpecularMap ITexture2D Specular Maps
_regular Shader Shader, Internal.
_transparent Shader Shader, Internal.
_zwrite Shader Shader, Internal.

Usage

The ColorMask texture is a color mask that gets mapped to the four albedo/emissive channels to change individual tints for certain parts of the material. Other fields work as described on the PBS_Specular material.

Examples

See Also