Component: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

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.