Component image ![](/images/thumb/b/b1/PBS_ColorSplatSpecularComponent.png/510px-PBS_ColorSplatSpecularComponent.png)
PBS Color Splat Specular component as seen in the Scene Inspector
![](/images/thumb/b/b1/PBS_ColorSplatSpecularComponent.png/510px-PBS_ColorSplatSpecularComponent.png)
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 |
SpecularColor0
|
ColorX | The color for the Specular 0 if SpecularMap0 is null.
|
SpecularColor1
|
ColorX | The color for the Specular 1 if SpecularMap1 is null.
|
SpecularColor2
|
ColorX | The color for the Specular 2 if SpecularMap2 is null.
|
SpecularColor3
|
ColorX | The color for the Specular 3 if SpecularMap3 is null.
|
SpecularMap0
|
ITexture2D | The Specular map plus color for Specular 0. |
SpecularMap1
|
ITexture2D | The Specular map plus color for Specular 1. |
SpecularMap2
|
ITexture2D | The Specular map plus color for Specular 2. |
SpecularMap3
|
ITexture2D | The Specular map plus color for Specular 3. |
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
Examples
This article or section is a Stub. You can help the Resonite Wiki by expanding it.