989onan bot (talk | contribs) Automated: update '_shader' description,'BeginTransitionStart' description,'BeginTransitionEnd' description,'EndTransitionStart' description,'EndTransitionEnd' description,'TextureScale' description,'TextureOffset' description,'AlbedoColor' description,'IntersectAlbedoColor' description,'AlbedoTexture' description,'EmissiveColor' description,'IntersectEmissiveColor' description,'EmissiveMap' description,'NormalMap' description,'NormalScale' description,'OcclusionMap' description,'Metallic' de... |
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{{Infobox Component | {{Infobox Component | ||
|Image=PBS_IntersectMetallicComponent.png | |Image=PBS_IntersectMetallicComponent.png | ||
|Name=PBS Intersect Metallic | |Name=PBS Intersect Metallic | ||
}} | }} | ||
A PBS Intersect Shader (both metallic & specular variants) renders a glow outline when intersecting with opaque materials (any that write to ZBuffer). | A PBS Intersect Shader (both metallic & specular variants) renders a glow outline when intersecting with opaque materials (any that write to ZBuffer). | ||
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== See Also == | == See Also == | ||
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[[Category:Components{{#translation:}}|PBS Intersect Metallic]] | [[Category:Components{{#translation:}}|PBS Intersect Metallic]] | ||
[[Category:Components:Assets:Materials:PBS{{#translation:}}|PBS Intersect Metallic]] | [[Category:Components:Assets:Materials:PBS{{#translation:}}|PBS Intersect Metallic]] | ||
[[Category:Materials:PBS{{#translation:}}|PBS Intersect Metallic]] | [[Category:Materials:PBS{{#translation:}}|PBS Intersect Metallic]] | ||
[[Category:Materials{{#translation:}}|PBS Intersect Metallic]] | [[Category:Materials{{#translation:}}|PBS Intersect Metallic]] |
Latest revision as of 18:44, 2 July 2025
Component image 
PBS Intersect Metallic component as seen in the Scene Inspector

A PBS Intersect Shader (both metallic & specular variants) renders a glow outline when intersecting with opaque materials (any that write to ZBuffer).
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. |
BeginTransitionStart
|
Float | Where the band of color change when the material intercects with a material starts to fade to the intercect colors where the material intercects with another. |
BeginTransitionEnd
|
Float | Where the band of color change when the material intercects with a material stops to fading to the intercect colors away from the edge where the material intercects with another and actually reaches 100% intercect. |
EndTransitionStart
|
Float | Where the band of color change when the material intercects with a material starts to fade to original colors on the outer edge. |
EndTransitionEnd
|
Float | Where the band of color change when the material intercects with a material stops fading and goes back to original colors at the outer edge. |
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. |
IntersectAlbedoColor
|
ColorX | The base color of the material when it is intercecting with another material. |
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. |
IntersectEmissiveColor
|
ColorX | The emission of the material along the edge when it intercects with another material |
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. |
Culling
|
Culling | Whether to show the material on the front, back, or both sides |
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 |