Component:PBS MultiUV Metallic: Difference between revisions

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Automated: update '_shader' description,'AlbedoScale' description,'AlbedoOffset' description,'AlbedoUV' description,'EmissionMapScale' description,'EmissionMapOffset' description,'EmissionMapUV' description,'NormalMapScale' description,'NormalMapOffset' description,'NormalMapUV' description,'OcclusionMapScale' description,'OcclusionMapOffset' description,'OcclusionMapUV' description,'SecondaryAlbedoScale' description,'SecondaryAlbedoOffset' description,'SecondaryAlbedoUV' description,'Seconda...
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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}}
|AlbedoScale|Float2|
|AlbedoScale|Float2|{{Template:Material_AlbedoScale}}
|AlbedoOffset|Float2|
|AlbedoOffset|Float2|{{Template:Material_AlbedoOffset}}
|AlbedoUV|Int|
|AlbedoUV|Int|{{Template:Material_AlbedoUV}}
|EmissionMapScale|Float2|
|EmissionMapScale|Float2|{{Template:Material_EmissionMapScale}}
|EmissionMapOffset|Float2|
|EmissionMapOffset|Float2|{{Template:Material_EmissionMapOffset}}
|EmissionMapUV|Int|
|EmissionMapUV|Int|{{Template:Material_EmissionMapUV}}
|NormalMapScale|Float2|
|NormalMapScale|Float2|{{Template:Material_NormalMapScale}}
|NormalMapOffset|Float2|
|NormalMapOffset|Float2|{{Template:Material_NormalMapOffset}}
|NormalMapUV|Int|
|NormalMapUV|Int|{{Template:Material_NormalMapUV}}
|OcclusionMapScale|Float2|
|OcclusionMapScale|Float2|{{Template:Material_OcclusionMapScale}}
|OcclusionMapOffset|Float2|
|OcclusionMapOffset|Float2|{{Template:Material_OcclusionMapOffset}}
|OcclusionMapUV|Int|
|OcclusionMapUV|Int|{{Template:Material_OcclusionMapUV}}
|SecondaryAlbedoScale|Float2|
|SecondaryAlbedoScale|Float2|{{Template:Material_SecondaryAlbedoScale}}
|SecondaryAlbedoOffset|Float2|
|SecondaryAlbedoOffset|Float2|{{Template:Material_SecondaryAlbedoOffset}}
|SecondaryAlbedoUV|Int|
|SecondaryAlbedoUV|Int|{{Template:Material_SecondaryAlbedoUV}}
|SecondaryEmissionMapScale|Float2|
|SecondaryEmissionMapScale|Float2|{{Template:Material_SecondaryEmissionMapScale}}
|SecondaryEmissionMapOffset|Float2|
|SecondaryEmissionMapOffset|Float2|{{Template:Material_SecondaryEmissionMapOffset}}
|SecondaryEmissionMapUV|Int|
|SecondaryEmissionMapUV|Int|{{Template:Material_SecondaryEmissionMapUV}}
|AlbedoColor|ColorX|
|AlbedoColor|ColorX|{{Template:Material_AlbedoColor}}
|AlbedoTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv21=true|
|AlbedoTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv21=true|{{Template:Material_AlbedoTexture}}
|EmissiveColor|ColorX|
|EmissiveColor|ColorX|{{Template:Material_EmissiveColor}}
|EmissiveMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv23=true|
|EmissiveMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv23=true|{{Template:Material_EmissiveMap}}
|NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv24=true|
|NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv24=true|{{Template:Material_NormalMap}}
|NormalScale|Float|
|NormalScale|Float|{{Template:Material_NormalScale}}
|OcclusionMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv26=true|
|OcclusionMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv26=true|{{Template:Material_OcclusionMap}}
|SecondaryAlbedoTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv27=true|
|SecondaryAlbedoTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv27=true|{{Template:Material_SecondaryAlbedoTexture}}
|SecondaryEmissiveColor|ColorX|
|SecondaryEmissiveColor|ColorX|{{Template:Material_SecondaryEmissiveColor}}
|SecondaryEmissiveMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv29=true|
|SecondaryEmissiveMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv29=true|{{Template:Material_SecondaryEmissiveMap}}
|Culling|Culling| {{Template:Material_Culling_Desc}}
|Culling|Culling| {{Template:Material_Culling_Desc}}
|AlphaHandling|AlphaHandling|
|AlphaHandling|AlphaHandling|{{Template:Material_AlphaHandling}}
|AlphaClip|Float|
|AlphaClip|Float|{{Template:Material_AlphaClip}}
|OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}}
|OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}}
|OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}}
|OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}}
|RenderQueue|Int|{{Template:Material_RenderQueue_Desc}}
|RenderQueue|Int|{{Template:Material_RenderQueue_Desc}}
|Metallic|Float|
|Metallic|Float|{{Template:Material_Metallic}}
|Smoothness|Float|
|Smoothness|Float|{{Template:Material_Smoothness}}
|MetallicMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv38=true|
|MetallicMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv38=true|{{Template:Material_MetallicMap}}
|MetallicMapScale|Float2|
|MetallicMapScale|Float2|{{Template:Material_MetallicMapScale}}
|MetallicMapOffset|Float2|
|MetallicMapOffset|Float2|{{Template:Material_MetallicMapOffset}}
|MetallicMapUV|Int|
|MetallicMapUV|Int|{{Template:Material_MetallicMapUV}}
}}
}}



Revision as of 20:44, 29 June 2025


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Component image 
PBS Multi UV Metallic 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.
_shader Shader Internal.
AlbedoScale Float2 How much to scale up or down the albedo texture maps.
AlbedoOffset Float2 How much to push around the position of the albedo texture maps.
AlbedoUV Int The UV map index Albedo map should use.
EmissionMapScale Float2 The UV scaling of the emission texture.
EmissionMapOffset Float2 The UV offset of the emission texture.
EmissionMapUV Int What UV map data index the emission map can use
NormalMapScale Float2 The UV scaling of the normal map texture.
NormalMapOffset Float2 The UV offset of the normal texture.
NormalMapUV Int What UV Map data index on the mesh the normal maps should use.
OcclusionMapScale Float2 The UV scale of OcclusionMap
OcclusionMapOffset Float2 The UV offset of OcclusionMap.
OcclusionMapUV Int What UV map data index in the mesh data the occlusion maps should use.
SecondaryAlbedoScale Float2 The amount to scale up or down the UV of the secondary albedo texture map.
SecondaryAlbedoOffset Float2 How much to push around or position the UV of the secondary albedo texture.
SecondaryAlbedoUV Int The UV map to use for the secondary albedo texture on this material.
SecondaryEmissionMapScale Float2 The scaling of the UV maps on the second emissive map for this material.
SecondaryEmissionMapOffset Float2 The offset or positioning of the UVs for the secondary emission map of this material.
SecondaryEmissionMapUV Int The UV map index to use for mesh UV data for this material's secondary emission map.
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.
SecondaryAlbedoTexture ITexture2D The texture image to use for the secondary albedo map for this material. This determines a multiplicative secondary base color texture.
SecondaryEmissiveColor ColorX The emissive color tint (multiplicative) for the secondary emission map for this material.
SecondaryEmissiveMap ITexture2D The secondary multiplicative emission map texture for this material.
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
Metallic Float The metallicness of the material in the absence of the metallic+reflectiveness image map.
Smoothness Float The Smoothness value in the absence of the Metallic+Smoothness image map.
MetallicMap ITexture2D Metallic Maps
MetallicMapScale Float2 The scale up or down factor of the UVs for the Metallic map on this material.
MetallicMapOffset Float2 The position or offset for UVs for the Metallic map for this material.
MetallicMapUV Int The UV map index to get UV data from for the mesh this material is using for the Metallic map.

Usage

Examples

Related Components