Component image 
PBS Color Splat Metallic component as seen in the Scene Inspector

A PBS Color Splat (Metallic & Specular) shader:
- Supports 4 textures of each and a color map, where each channel represents contribution from each
- Supports height map blending too for sharper, more defined look
- Is useful for terrains
See also: Color Splat Materials
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. |
MultiValue
|
Bool | Multiplies the constant value versions of packed texture information with the corrosponding channel of the packed image. |
ColorMap
|
ITexture2D | The color splat map to specify what textures go where. |
ColorMapScale
|
Float2 | The scale of the color splat map. |
ColorMapOffset
|
Float2 | The offset of the color splat map. |
PackedHeightMap
|
ITexture2D | See #Packed Textures Channel Mappings. |
HeightTransitionRange
|
Float | From 0 to this number is the encoding of the height map data. |
TextureScale
|
Float2 | The scale of the texture maps. |
TextureOffset
|
Float2 | The offset of the texture maps. |
AlbedoColor0
|
ColorX | The color tint for the Albedo map 0. |
AlbedoColor1
|
ColorX | The color tint for the Albedo map 1. |
AlbedoColor2
|
ColorX | The color tint for the Albedo map 2. |
AlbedoColor3
|
ColorX | The color tint for the Albedo map 3. |
AlbedoTexture0
|
ITexture2D | Albedo map 0. |
AlbedoTexture1
|
ITexture2D | Albedo map 1. |
AlbedoTexture2
|
ITexture2D | Albedo map 2. |
AlbedoTexture3
|
ITexture2D | Albedo map 3. |
EmissiveColor0
|
ColorX | The color tint for the emissive map 0. |
EmissiveColor1
|
ColorX | The color tint for the emissive map 1. |
EmissiveColor2
|
ColorX | The color tint for the emissive map 2. |
EmissiveColor3
|
ColorX | The color tint for the emissive map 3. |
EmissiveMap0
|
ITexture2D | The color map for emissive 0. |
EmissiveMap1
|
ITexture2D | The color map for emissive 1. |
EmissiveMap2
|
ITexture2D | The color map for emissive 2. |
EmissiveMap3
|
ITexture2D | The color map for emissive 3. |
PackedEmissionMap
|
ITexture2D | See #Packed Textures Channel Mappings. |
PackedNormalMap01
|
ITexture2D | See #Packed Textures Channel Mappings. |
PackedNormalMap23
|
ITexture2D | See #Packed Textures Channel Mappings. |
NormalScale0
|
Float | The scaling of normal map 0. |
NormalScale1
|
Float | The scaling of normal map 1. |
NormalScale2
|
Float | The scaling of normal map 2. |
NormalScale3
|
Float | The scaling of normal map 3. |
AlphaClip
|
Float | The minimum threshold for alpha which before this value it will be not rendered for that pixel. |
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 |
Metallic0
|
Float | The Metallicness of map 0 in absence of MetallicMap01 .
|
Metallic1
|
Float | The Metallicness of map 1 in absence of MetallicMap01 .
|
Metallic2
|
Float | The Metallicness of map 2 in absence of MetallicMap23 .
|
Metallic3
|
Float | The Metallicness of map 3 in absence of MetallicMap23 .
|
Smoothness0
|
Float | The Smoothness of map 0 in absence of MetallicMap01 .
|
Smoothness1
|
Float | The Smoothness of map 1 in absence of MetallicMap01 .
|
Smoothness2
|
Float | The Smoothness of map 2 in absence of MetallicMap23 .
|
Smoothness3
|
Float | The Smoothness of map 3 in absence of MetallicMap23 .
|
MetallicMap01
|
ITexture2D | See #Packed Textures Channel Mappings. |
MetallicMap23
|
ITexture2D | See #Packed Textures Channel Mappings. |
Usage
For comprehensive guides see Color Splat Materials.
Packed Textures Channel Mappings
PackedEmissionMap is greyscale and uses EmissiveColor0-3 Colors.
EmissiveMap0-3 can be used for RGB Emissive Maps.
Referencing a PackedEmissionMap Overrides EmissiveMap0-3 Inputs.
- PackedHeightMap:
- R: HeightMap0 - greyscale
- G: HeightMap1 - greyscale
- B: HeightMap2 - greyscale
- A: HeightMap4 - greyscale
- PackedEmissionMap:
- R: EmissionMap0 - greyscale
- G: EmissionMap1 - greyscale
- B: EmissionMap2 - greyscale
- A: EmissionMap4 - greyscale
- PackedNormalMap01:
- R: NormalMap0 - Red
- G: NormalMap0 - Green
- B: NormalMap1 - Red
- A: NormalMap1 - Green
- PackedNormalMap23:
- R: NormalMap2 - Red
- G: NormalMap2 - Green
- B: NormalMap3 - Red
- A: NormalMap3 - Green
- MetallicMap01:
- R: MetallicMap0 - Red
- G: MetallicMap0 - Alpha
- B: MetallicMap1 - Red
- A: MetallicMap1 - Alpha
- MetallicMap23:
- R: MetallicMap2 - Red
- G: MetallicMap2 - Alpha
- B: MetallicMap3 - Red
- A: MetallicMap3 - Alpha
Examples
This article or section is a Stub. You can help the Resonite Wiki by expanding it.
Used in terrain mostly.