(Redirected from PBSLerpSpecular)
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PBS Lerp Specular component as seen in the Scene Inspector
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The PBSLerpSpecular component also known as Lerping Material, lerp material, fading material, transitioning material, blending material, changing material. Is a material that can switch textures and texture sets.
If you want to switch between more than two sets of textures, please see Component:MultiTextureFader.
To see detailed info on the textures not unique to this material like albedo and specular, please see Component:PBS_Specular.
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. |
Lerp
|
Float | Whether to show texture 0 (0) or texture 1 (1) or something in between. |
LerpTexture
|
ITexture2D | The texture to use other than lerp to lerp between the texture sets. |
LerpTextureScale
|
Float2 | The size of the LerpTexture on the surface.
|
LerpTextureOffset
|
Float2 | The offset of the LerpTexture on the surface.
|
Texture0Scale
|
Float2 | The size of the Texture0 on the surface.
|
Texture0Offset
|
Float2 | The offset of the Texture0 on the surface.
|
Texture1Scale
|
Float2 | The size of the Texture1 on the surface.
|
Texture1Offset
|
Float2 | The offset of the Texture1 on the surface.
|
AlbedoColor0
|
ColorX | The color tint of Texture0 .
|
AlbedoColor1
|
ColorX | The color tint of Texture1 .
|
AlbedoTexture0
|
ITexture2D | Texture 0 for albedo. |
AlbedoTexture1
|
ITexture2D | Texture 1 for albedo. |
EmissiveColor0
|
ColorX | The emissive texture tint for texture 0. |
EmissiveColor1
|
ColorX | The emissive texture tint for texture 1. |
EmissiveMap0
|
ITexture2D | The texture 0 for emissive. |
EmissiveMap1
|
ITexture2D | The texture 1 for emissive. |
NormalMap0
|
ITexture2D | The texture 0 for normal map. |
NormalMap1
|
ITexture2D | The texture 1 for normal map. |
NormalScale0
|
Float | The normal scale for normal 0. |
NormalScale1
|
Float | The normal scale for normal 1. |
MultiValue
|
Bool | Multiplies the constant value versions of packed texture information with the corrosponding channel of the packed image. |
OcclusionMap0
|
ITexture2D | The occlusion map for texture 0. |
OcclusionMap1
|
ITexture2D | The occlusion map for texture 1. |
BlendMode
|
BlendMode | How to blend this material's colors vs what it rendered on top of. |
AlphaCutoff
|
Float | The minimum threshold for alpha which before this value it will be not rendered for that pixel. |
ZWrite
|
ZWrite | whether this material should respect the distance it is from the camera. |
ZTest
|
ZTest | Determines whether this object should render when it is in front of or behind other objects that respect depth from the camera |
Culling
|
Culling | Whether to show the material on the front, back, or both sides |
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 for texture set 0. |
SpecularColor1
|
ColorX | The color for the Specular for texture set 1. |
SpecularMap0
|
ITexture2D | The map for the Specular for texture set 0. |
SpecularMap1
|
ITexture2D | The map for the Specular for texture set 1. |
Usage
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Examples
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