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

A PBS Slice (Metallic & Specular) shader:
- Supports up to 8 plane slicers, cutting a mesh
- Supports slice fade effect along the edge (albedo & emissive)
- Is dual-sided, rendering interior (mesh will look as a shell though)
- Adds a GenericSlicer component, which allows to set the slicing plane visually. To create/edit the material, click "Create Slicer" in the inspector.
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 | 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. |
EdgeColor
|
ColorX | The color of the material edge where it is being sliced. |
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. |
EdgeEmissiveColor
|
ColorX | The emission color of the edge of the material where it is being sliced. |
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. |
DetailTextureScale
|
Float2 | How much to scale up or down the different detail texture maps. |
DetailTextureOffset
|
Float2 | How much to shift around the position of the different detail texture maps. |
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. |
Culling
|
Culling | Whether to show the material on the front, back, or both sides |
HideSlicers
|
Bool | Whether to hide the visuals of the planes for the different slicers. |
Slicers
|
list of Slicer | A list of slicers (up to 8) that slice this material and create edges. These have a normal and a position in global or local space. |
LocalSpace
|
Bool | Whether to calculate Distance and Point in local space.
|
EdgeTransitionStart
|
Float | The place at which the material color at the slicing edge should start transition from 100% slice properties to 0% slice properties to normal material. |
EdgeTransitionEnd
|
Float | The place at which the material color at the slicing edge should end transitioning from 100% slice properties to 0% slice properties to normal material. |
AlphaHandling
|
AlphaHandling | How to handle alpha values in pixels on the AlbedoTexture .
|
_useAlphaClip
|
Bool | Whether to respect the value for AlphaClip .
|
AlphaClip
|
Float | Any alpha value below this amount is not rendered for any given pixel when cutout is enabled. |
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 |
_regular
|
Shader | Internal. |
_transparent
|
Shader | Shader, Internal. |