Component:PBS StencilMaterialSpecular

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Component image 
PBS Stencil Material Specular component as seen in the Scene Inspector


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.
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
TextureOffset Float2
AlbedoColor ColorX
AlbedoTexture ITexture2D
EmissiveColor ColorX
EmissiveMap ITexture2D
NormalMap ITexture2D
NormalScale Float
OcclusionMap ITexture2D
ColorMask ColorMask
StencilComparison StencilComparison See Type:StencilComparison for an in depth explanation on what this does.
StencilOperation StencilOperation See Type:StencilOperation for an in depth explanation on what this does.
StencilID Byte The Stencil ID of this material. This is sometimes written to the frame buffer's Stencil mask, or used to determine whether this material should render for a particular pixel.
StencilWriteMask Byte does a Bitwise AND with this number for every pixel in the frame buffer this is rendering on top of when this object is drawn, after reading from the buffer.
StencilReadMask Byte is bitwise ANDed with the Stencil in the frame buffer before the test compares them.
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
__rectDummy Rect
__rectClipDummy Bool
SpecularColor ColorX
SpecularMap ITexture2D
_regular Shader

Usage

Examples

Related Components