remove note about a bug that i've checked is currently not present
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|Name=PBS Stencil Material Specular
|Name=PBS Stencil Material Specular
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The '''PBS_StencilMaterialSpecular''' component is used as a material for meshes to make them render differently when in front of other stencil materials.
See [[Stencil]]s.
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== Related Components ==
== See Also ==
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[[Category:ComponentStubs]]
[[Category:Components{{#translation:}}|PBS Stencil Material Specular]]
[[Category:Components{{#translation:}}|PBS Stencil Material Specular]]
[[Category:Components:Assets:Materials:PBS{{#translation:}}|PBS Stencil Material Specular]]
[[Category:Components:Assets:Materials:PBS{{#translation:}}|PBS Stencil Material Specular]]
[[Category:Materials:PBS{{#translation:}}|PBS Stencil Material Specular]]
[[Category:Materials:PBS{{#translation:}}|PBS Stencil Material Specular]]
[[Category:Materials{{#translation:}}|PBS Stencil Material Specular]]
[[Category:Materials{{#translation:}}|PBS Stencil Material Specular]]
Latest revision as of 17:15, 26 September 2025
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Component image
PBS Stencil Material Specular component as seen in the Scene Inspector
The PBS_StencilMaterialSpecular component is used as a material for meshes to make them render differently when in front of other stencil materials.
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.
The Stencil ID of this material. This is sometimes written to the frame buffer's Stencil mask, or used to determine whether this material should render for a particular pixel.
does a Bitwise AND with this number for every pixel in the frame buffer this is rendering on top of when this object is drawn, after reading from the buffer.
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]