Component:PBS IntersectMetallic

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Component image 
PBS Intersect Metallic component as seen in the Scene Inspector

A PBS Intersect Shader (both metallic & specular variants) renders a glow outline when intersecting with opaque materials (any that write to ZBuffer).

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.
BeginTransitionStart Float Where the band of color change when the material intercects with a material starts to fade to the intercect colors where the material intercects with another.
BeginTransitionEnd Float Where the band of color change when the material intercects with a material stops to fading to the intercect colors away from the edge where the material intercects with another and actually reaches 100% intercect.
EndTransitionStart Float Where the band of color change when the material intercects with a material starts to fade to original colors on the outer edge.
EndTransitionEnd Float Where the band of color change when the material intercects with a material stops fading and goes back to original colors at the outer edge.
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.
AlbedoColor ColorX The color to multiply the texture of the albedo (base color) with. Basically a tint. Default white.
IntersectAlbedoColor ColorX The base color of the material when it is intercecting with another material.
AlbedoTexture ITexture2D The texture to use as the color of the surface.
EmissiveColor ColorX The color to multiply the texture of the emission (glowly color) with. Basically a tint. Default white.
IntersectEmissiveColor ColorX The emission of the material along the edge when it intercects with another material
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.
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
Metallic Float The metallicness of the material in the absence of the metallic+reflectiveness image map.
Smoothness Float The Smoothness value in the absence of the Metallic+Smoothness image map.
MetallicMap ITexture2D Metallic Maps

Usage

Examples

See Also