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989onan bot (talk | contribs) Automated: update '_shader' description,'TextureScale' description,'TextureOffset' description,'ColorMaskScale' description,'ColorMaskOffset' description,'ColorMask' description,'AlbedoColor0' description,'AlbedoColor1' description,'AlbedoColor2' description,'AlbedoColor3' description,'AlbedoTexture' description,'EmissiveColor0' description,'EmissiveColor1' description,'EmissiveColor2' description,'EmissiveColor3' description,'EmissiveMap' description,'NormalMap' description,'NormalScale' des... |
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{{Table ComponentFields | {{Table ComponentFields | ||
|HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | |HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | ||
|_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv1=true| | |_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv1=true|{{Template:Material__shader}} | ||
|TextureScale|Float2| | |TextureScale|Float2|{{Template:Material_TextureScale}} | ||
|TextureOffset|Float2| | |TextureOffset|Float2|{{Template:Material_TextureOffset}} | ||
|ColorMaskScale|Float2| | |ColorMaskScale|Float2|{{Template:Material_ColorMaskScale}} | ||
|ColorMaskOffset|Float2| | |ColorMaskOffset|Float2|{{Template:Material_ColorMaskOffset}} | ||
|ColorMask|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv6=true| | |ColorMask|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv6=true|{{Template:Material_ColorMask}} | ||
|AlbedoColor0|ColorX| | |AlbedoColor0|ColorX|{{Template:Material_AlbedoColor0}} | ||
|AlbedoColor1|ColorX| | |AlbedoColor1|ColorX|{{Template:Material_AlbedoColor1}} | ||
|AlbedoColor2|ColorX| | |AlbedoColor2|ColorX|{{Template:Material_AlbedoColor2}} | ||
|AlbedoColor3|ColorX| | |AlbedoColor3|ColorX|{{Template:Material_AlbedoColor3}} | ||
|AlbedoTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv11=true| | |AlbedoTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv11=true|{{Template:Material_AlbedoTexture}} | ||
|EmissiveColor0|ColorX| | |EmissiveColor0|ColorX|{{Template:Material_EmissiveColor0}} | ||
|EmissiveColor1|ColorX| | |EmissiveColor1|ColorX|{{Template:Material_EmissiveColor1}} | ||
|EmissiveColor2|ColorX| | |EmissiveColor2|ColorX|{{Template:Material_EmissiveColor2}} | ||
|EmissiveColor3|ColorX| | |EmissiveColor3|ColorX|{{Template:Material_EmissiveColor3}} | ||
|EmissiveMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv16=true| | |EmissiveMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv16=true|{{Template:Material_EmissiveMap}} | ||
|NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv17=true| | |NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv17=true|{{Template:Material_NormalMap}} | ||
|NormalScale|Float| | |NormalScale|Float|{{Template:Material_NormalScale}} | ||
|OcclusionMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv19=true| | |OcclusionMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv19=true|{{Template:Material_OcclusionMap}} | ||
|Transparent|Bool| | |Transparent|Bool|{{Template:Material_Transparent}} | ||
|ForceZWrite|Bool| | |ForceZWrite|Bool|{{Template:Material_ForceZWrite}} | ||
|OffsetFactor|Float|{{Material_OffsetFactor_Desc}} | |OffsetFactor|Float|{{Material_OffsetFactor_Desc}} | ||
|OffsetUnits|Float|{{Material_OffsetUnits_Desc}} | |OffsetUnits|Float|{{Material_OffsetUnits_Desc}} | ||
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|Metallic|Float|{{Material_Metallic_Desc}} | |Metallic|Float|{{Material_Metallic_Desc}} | ||
|Smoothness|Float|{{Material_Smoothness_Desc}} | |Smoothness|Float|{{Material_Smoothness_Desc}} | ||
|MetallicMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv27=true| | |MetallicMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv27=true|{{Template:Material_MetallicMap}} | ||
|_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv28=true| | |_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv28=true|{{Template:Material__regular}} | ||
|_transparent|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv29=true| | |_transparent|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv29=true|{{Template:Material__transparent}} | ||
|_zwrite|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv30=true| | |_zwrite|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv30=true|{{Template:Material__zwrite}} | ||
}} | }} | ||
Latest revision as of 20:43, 29 June 2025
Component image 
PBS_ColorMaskMetallic component as seen in the Scene Inspector

The PBS_ColorMaskMetallic material is a metallic material that allows for four distinct colors to be used separately or mixed in on different areas of the surface based on an image map.
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 different texture maps. |
TextureOffset
|
Float2 | How much to shift around the position of the different texture maps. |
ColorMaskScale
|
Float2 | The UV scaling of the color mask texture. |
ColorMaskOffset
|
Float2 | The UV offset of the color mask texture. |
ColorMask
|
ITexture2D | What colors behind the material should make it through the filter. |
AlbedoColor0
|
ColorX | The color tint of Texture0 .
|
AlbedoColor1
|
ColorX | The color tint of Texture1 .
|
AlbedoColor2
|
ColorX | The color to use for spots where B is on ColorMask
|
AlbedoColor3
|
ColorX | The color to use for spots where A is on ColorMask
|
AlbedoTexture
|
ITexture2D | The texture to use as the color of the surface. |
EmissiveColor0
|
ColorX | The emissive texture tint for texture 0. |
EmissiveColor1
|
ColorX | The emissive texture tint for texture 1. |
EmissiveColor2
|
ColorX | The color to use for spots where B is on AlbedoTexture
|
EmissiveColor3
|
ColorX | The color to use for spots where A is on AlbedoTexture
|
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. |
Transparent
|
Bool | Whether this should render transparent |
ForceZWrite
|
Bool | Whether to enforce writing to the Z-buffer. |
OffsetFactor
|
Float | How much this material should be pushed forwards or backwards on the depth buffer, based on the polygon's slope relative to the camera (i.e. polygons parallel to the camera will not be affected by this).[1] |
OffsetUnits
|
Float | How much this material should be pushed forwards or backwards on the depth buffer (regardless of the polygon's slope relative to the camera), in units equal to the smallest possible difference for the rendering device being used.[1] |
RenderQueue
|
Int | changes at which point a material renders on the render stack |
Metallic
|
Float | How much metallicness the surface should have if MetallicMap is not specified.
|
Smoothness
|
Float | How much smoothness the surface should have if MetallicMap is not specified.
|
MetallicMap
|
ITexture2D | Metallic Maps |
_regular
|
Shader | Internal. |
_transparent
|
Shader | Shader, Internal. |
_zwrite
|
Shader | Shader, internal. |
Usage
The ColorMask
texture is a color mask that gets mapped to the four albedo/emissive channels to change individual tints for certain parts of the material. Other fields work as described on the PBS_Metallic material.