The '''PBS_ColorMaskMetallic''' Component is used to allow for a metallic setup of a color-able material that allows for 4 distinct colors to be used separately or mixed in different areas on the surface.
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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.
Used in creations where simple color masks can do for colorable characters. For Example, Avalis, and Eyes.
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The <code>ColorMask</code> 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 [[Component:PBS_Metallic|PBS_Metallic]] material.
== Examples ==
== Examples ==
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== See Also ==
== See Also ==
* [[ColorMaskMaps|ColorMaskMaps]]
* [[Component:PBS_ColorMaskMetallic]]
* [[Color masks]]
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* [[Component:PBS_ColorMaskSpecular]]
[[Category:Components{{#translation:}}|PBS Color Mask Metallic]]
[[Category:Components{{#translation:}}|PBS Color Mask Metallic]]
[[Category:Components:Assets:Materials:PBS{{#translation:}}|PBS Color Mask Metallic]]
[[Category:Components:Assets:Materials:PBS{{#translation:}}|PBS Color Mask Metallic]]
[[Category:Materials:PBS{{#translation:}}|PBS Color Mask Metallic]]
[[Category:Materials:PBS{{#translation:}}|PBS Color Mask Metallic]]
[[Category:Materials{{#translation:}}|PBS Color Mask Metallic]]
[[Category:Materials{{#translation:}}|PBS Color Mask Metallic]]
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.
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.
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]
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]
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.