(Redirected from PBS Specular)
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Component image 
PBS_Specular component as seen in the Scene Inspector

PBS Specular is a standard material that can utilize specular maps.
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. |
TextureScale
|
Float2 | How much to scale up or down the scale of the albedo, emissive, normal, height, specular, and occlusion maps. |
TextureOffset
|
Float2 | How much to shift around the position of the albedo, emissive, normal, height, specular, 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 | Used to specify surface parts in eternal shadow due to being close to other mesh parts. |
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 |
SpecularColor
|
ColorX | See Specular Maps |
SpecularMap
|
ITexture2D | See Specular Maps |
Usage
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Specular Maps
This Material type uses a specular map for determining:
- Specularity
- Smoothness
This information is packed into the Specular map using the following pattern:
- RBG: Specularity
- Non-Metals are Dark Grey
- Metals usually match the color of the metal you're after such as Iron being a Brighter Grey.
- 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.
Examples
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See Also
- PBS Metallic - Documentation on Resonite's PBS Metallic Material. This is often paired or compared to PBS Specular.