Component:PBS Metallic

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Component image 
PBS_Metallic component as seen in the Scene Inspector


PBS Metallic is a physically-based material that uses a Metallic-Smoothness (MS) map to store data about the metallicity and smoothness of an object. It is based on the Unity 5 Standard PBR Setup.

For information about the maps and their properties read on!

Usage

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.
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
TextureScale Float2 How much to scale up or down the scale of the albedo, emissive, normal, height, metallic, and occlusion maps.
TextureOffset Float2 How much to shift around the position of the albedo, emissive, normal, height, metallic, and occlusion maps.
DetailTextureScale Float2 How much to scale up or down the scale of the detail albedo, and detail normal maps.
DetailTextureOffset Float2 How much to shift around the position of the detail albedo, and detail normal maps.
AlbedoColor ColorX The color to multiply the texture of the albedo (base color) with. Basically a tint. Default white.
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.
EmissiveMap ITexture2D The texture to use as the glowing (emission) color of the surface.
NormalScale Float How much to scale up the effect of the normal map.
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.
HeightMap ITexture2D The height map changes the position that pixels of the surface are rendered so they appear further or closer to the actual surface. Like a parallax effect. Can cause artifacts around edges.
HeightScale Float How strong the height parallax effect should be.
OcclusionMap ITexture2D
DetailAlbedoTexture ITexture2D A multiplied layer of albedo on top of the default AlbedoTexture.
DetailNormalMap ITexture2D A layered normal map on top of the default NormalMap.
DetailNormalScale Float How much to scale up the effect of the detail normal map.
BlendMode BlendMode How to blend this material's colors vs what it rendered on top of.
AlphaCutoff Float If BlendMode is set to cutout, discard rendering of pixels for the surface that fall below this alpha threshold.
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

Behavior

Metallic Maps

This Material type uses a Metallic Map for determining:

  • Metallic Levels
  • Ambient Occlusion/Height
  • Smoothness

This information is packed into different channels within the Metallic Map using the following pattern:

  • R(Red Channel): Metallic
    • The Red Channel determines how metallic a material is.
    • Metals are usually 1 in this channel and non-metals (also known as dielectrics) are 0
    • When choosing Metallic values, do remember that items in the real world aren't perfect. Imperfections and randomness is good! A common misconception is that pixels within a metallic map must be pure 0 or 1 values, however this is not the case. If you were able to zoom in far enough into a material you could observe pure metal and pure non-metal parts (rust would be metal with a separate layer of oxidized material), but with textures, you only have a limited number of pixels to represent individual characteristics of materials. When authoring these textures, what you are actually doing is describing the average characteristic in the area of interest. It is therefore accurate to describe materials such as rust as somewhere between 0 and 1 on average in an area depending on how much oxidation versus metal there is.
  • G (Green Channel): Ambient Occlusion/Height
    • This allows you to pack either the Ambient Occlusion or the Height map data into one image and re-use it in those inputs to the material, depending on which you prefer to use.
  • Alpha: Smoothness
    • High Alpha means High Smoothness
    • Low Alpha is Low Smoothness

Resonite uses the Unity Standard Shader Maps for this Material, for more information please see this guide for more information.

Other Maps

TODO

Unity declares Green : Occlusion and Height as interchangeable and usable for both slots

https://forum.unity.com/threads/standard-shader-metallic-texture-packing.314283/


R: Metalness

G: Occlusion/Height

A: Smoothness

Examples

Further Reading

You may be interested in the following other pages:

  • PBS Specular - Documentation on Resonite's PBS Specular Material. This is often paired or compared to PBS Metallic.