Component:PBS ColorSplatMetallic

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Component image 
PBS Color Splat Metallic component as seen in the Scene Inspector

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

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 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.
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
AlbedoTexture0 ITexture2D Texture 0 for albedo.
AlbedoTexture1 ITexture2D Texture 1 for albedo.
AlbedoTexture2 ITexture2D Albedo map 2.
AlbedoTexture3 ITexture2D Albedo map 3.
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
EmissiveMap0 ITexture2D The texture 0 for emissive.
EmissiveMap1 ITexture2D The texture 1 for emissive.
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 normal scale for normal 0.
NormalScale1 Float The normal scale for normal 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
Metallic0 Float The metallicness for set 0 when a texture is not provided for set 0.
Metallic1 Float The metallicness for set 1 when a texture is not provided for set 1.
Metallic2 Float The Metallicness of map 2 in absence of MetallicMap23.
Metallic3 Float The Metallicness of map 3 in absence of MetallicMap23.
Smoothness0 Float The smoothness for set 0 when a texture is not provided for set 0.
Smoothness1 Float The smoothness for set 1 when a texture is not provided for set 1.
Smoothness2 Float The Smoothness of map 2 in absence of MetallicMap23.
Smoothness3 Float The Smoothness of map 3 in absence of MetallicMap23.
MetallicMap01 ITexture2D See #Packed Textures Channel Mappings.
MetallicMap23 ITexture2D See #Packed Textures Channel Mappings.

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
MetallicMap01:
R: MetallicMap0 - Red
G: MetallicMap0 - Alpha
B: MetallicMap1 - Red
A: MetallicMap1 - Alpha
MetallicMap23:
R: MetallicMap2 - Red
G: MetallicMap2 - Alpha
B: MetallicMap3 - Red
A: MetallicMap3 - Alpha

Examples

This article or section is a Stub. You can help the Resonite Wiki by expanding it. Used in terrain mostly.

See Also