989onan bot (talk | contribs) Automated: update 'TextureScale' description,'TextureOffset' description,'AlbedoColor' description,'AlbedoTexture' description,'EmissiveColor' description,'EmissiveMap' description,'NormalMap' description,'NormalScale' description,'OcclusionMap' description,'VertexColorInterpolationSpace' description,'AlphaHandling' description,'AlphaClip' description,'Metallic' description,'Smoothness' description,'MetallicMap' description,'VertexColorTarget' description,'_regular' description,'_transparent'... |
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== ColorTarget == | == ColorTarget == | ||
{{Table EnumValues | {{Table EnumValues | ||
|Albedo|0| | |Albedo|0| Vertex colors should be applied as a multiplier to the material's albedo/color look. | ||
|Emissive|1| | |Emissive|1| Vertex colors should be applied as a multiplier to the material's emission/glow look. | ||
|Metallic|2| | |Metallic|2| Vertex colors should be applied as a multiplier to the material's metallic/smoothness look. | ||
}} | }} | ||
Revision as of 21:44, 3 July 2025
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Component image 
PBS Vertex Color Metallic component as seen in the Scene Inspector

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 |
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 |
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
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. |
Metallic
|
2 | Vertex colors should be applied as a multiplier to the material's metallic/smoothness look. |