(Redirected from PBS ColorMaskMetallic (Component))
Component image 
PBS_ColorMaskMetallic component as seen in the Scene Inspector

The PBS_ColorMaskMetallic material is a metallic material that allows for four distinct colors to be used separately or mixed in on different areas of the surface based on an image map.
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. |
TextureScale
|
Float2 | How much to scale up or down the different texture maps. |
TextureOffset
|
Float2 | How much to shift around the position of the different texture maps. |
ColorMaskScale
|
Float2 | The UV scaling of the color mask texture. |
ColorMaskOffset
|
Float2 | The UV offset of the color mask texture. |
ColorMask
|
ITexture2D | What colors behind the material should make it through the filter. |
AlbedoColor0
|
ColorX | The color tint of Texture0 .
|
AlbedoColor1
|
ColorX | The color tint of Texture1 .
|
AlbedoColor2
|
ColorX | The color to use for spots where B is on ColorMask
|
AlbedoColor3
|
ColorX | The color to use for spots where A is on ColorMask
|
AlbedoTexture
|
ITexture2D | The texture to use as the color of the surface. |
EmissiveColor0
|
ColorX | The emissive texture tint for texture 0. |
EmissiveColor1
|
ColorX | The emissive texture tint for texture 1. |
EmissiveColor2
|
ColorX | The color to use for spots where B is on AlbedoTexture
|
EmissiveColor3
|
ColorX | The color to use for spots where A is on AlbedoTexture
|
EmissiveMap
|
ITexture2D | The texture to use as the glowing (emission) color of the surface. |
NormalMap
|
ITexture2D | The normal map is used as a way to change the appearance of a surface when shined on by lights, to give the illusion of a raised surface. |
NormalScale
|
Float | How much to scale up the effect of the normal map. |
OcclusionMap
|
ITexture2D | Used to specify surface parts in eternal shadow due to being close to other mesh parts. |
Transparent
|
Bool | Whether this should render transparent |
ForceZWrite
|
Bool | Whether to enforce writing to the Z-buffer. |
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 |
Metallic
|
Float | How much metallicness the surface should have if MetallicMap is not specified.
|
Smoothness
|
Float | How much smoothness the surface should have if MetallicMap is not specified.
|
MetallicMap
|
ITexture2D | Metallic Maps |
_regular
|
Shader | Internal. |
_transparent
|
Shader | Shader, Internal. |
_zwrite
|
Shader | Shader, internal. |
Usage
The ColorMask
texture is a color mask that gets mapped to the four albedo/emissive channels to change individual tints for certain parts of the material. Other fields work as described on the PBS_Metallic material.