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Component image
PBS Distance Lerp Metallic component as seen in the Scene Inspector
Works on meshes with dense vertices. Can apply tint based on distance to specified points, and also displaces the vertices in the mesh based on distance to specified points (possibly towards/away from the point).
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.
A list of (global) positions and tints. The tint is applied to mesh vertices more or less depending on the mesh vertex's distance to the given point: larger distances means less tint.
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]