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Component:PBS MultiUV Metallic
The PBS_MultiUVMetallic component is used as a material that can stack two different sets of material data except for shine maps. This material however cannot render in cutout or transparent properly, and always appears opaque, which is a bug.
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Component image
PBS Multi UV Metallic component as seen in the Scene Inspector
The PBS_MultiUVMetallic component is used as a material that can stack two different sets of material data except for shine maps. This material however cannot render in cutout or transparent properly, and always appears opaque, which is a bug.
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 (negative is closer), adjusted for the polygon's slope relative to the camera's near and far planes. This can be used to sort overlapping geometry that would otherwise Z-fight.[1]
How much this material should be pushed forwards or backwards on the depth buffer (negative is closer), in units equal to the smallest possible difference for the rendering device being used.[1]