Component:PBS VertexColorSpecular

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Component image 
PBS Vertex Color 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. 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.
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.
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.
VertexColorInterpolationSpace ColorProfile How to interpolate vertex colors on the mesh.
Culling Culling Whether to show the material on the front, back, or both sides
AlphaHandling AlphaHandling How to handle alpha values in pixels on the AlbedoTexture.
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
SpecularColor ColorX Specular Tint. Behaves like PBS Specular Tinting
SpecularMap ITexture2D Specular Maps
VertexColorTarget ColorTarget The material map type that vertex colors should be applied to.
_regular Shader Internal.
_transparent Shader Shader, Internal.
_transparentFront Shader internal, shader.

Usage

ColorTarget

Values
Name Value Description
Albedo 0 Vertex colors should be applied as a multiplier to the material's albedo/color look.
Emissive 1 Vertex colors should be applied as a multiplier to the material's emission/glow look.
Specular 2 Vertex colors should be applied as a multiplier to the material's specular/smoothness look.

Examples

See Also