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.
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.
How much this material should be pushed forwards or backwards on the depth buffer, based on the polygon's slope relative to the camera (i.e. polygons parallel to the camera will not be affected by this).[1]
How much this material should be pushed forwards or backwards on the depth buffer (regardless of the polygon's slope relative to the camera), in units equal to the smallest possible difference for the rendering device being used.[1]
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.