(Redirected from PBS DistanceLerpSpecular)
This article or section is a Stub. You can help the Resonite Wiki by expanding it.
Component image 
PBS Distance Lerp Specular 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).
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. |
TextureScale
|
Float2 | An x/y-coordinate multiplier when translating between UV coordinates and XY coordinates in the textures. |
TextureOffset
|
Float2 | An x/y-coordinate offset when translating between UV coordinates and XY coordinates in the textures. |
AlbedoColor
|
ColorX | If an albedo texture is not provided, the constant albedo/diffuse color for the mesh. |
AlbedoTexture
|
ITexture2D | An optional 2D texture to provide albedo/diffuse data to be UV-mapped onto the mesh. |
EmissiveColor
|
ColorX | If the emissive map is not provided, the constant emissive color for the mesh. |
EmissiveMap
|
ITexture2D | An optional 2D texture to provide emission data to be UV-mapped onto the mesh. |
NormalMap
|
ITexture2D | An optional 2D texture to provide normal data to be UV-mapped onto the mesh. |
NormalScale
|
Float | A multiplier for normal data. |
OcclusionMap
|
ITexture2D | An optional 2D texture to provide occlusion data to be UV-mapped onto the mesh. |
GridSize
|
Float3 | |
GridOffset
|
Float3 | |
DisplaceFrom
|
Float | |
DisplaceTo
|
Float | |
DisplaceMagnitudeFrom
|
Float | |
DisplaceMagnitudeTo
|
Float | |
EmissionFrom
|
Float | |
EmissionTo
|
Float | |
EmissionColorFrom
|
ColorX | |
EmissionColorTo
|
ColorX | |
OverrideDisplacementDirection
|
Nullable`1<Float3> | |
LocalSpace
|
Bool | |
Points
|
list of Point | 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. |
Culling
|
Culling | Whether to show the material on the front, back, or both sides |
Transparent
|
Bool | |
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 |
SpecularColor
|
ColorX | |
SpecularMap
|
ITexture2D | |
_regular
|
Shader | Internal. |
_transparent
|
Shader | Internal. |
Usage
This article or section is a Stub. You can help the Resonite Wiki by expanding it.
Examples
This article or section is a Stub. You can help the Resonite Wiki by expanding it.