Automated: update Fields, Categories |
989onan bot (talk | contribs) Automated: update 'StencilComparison' description,'StencilOperation' description,'StencilID' description,'StencilWriteMask' description,'StencilReadMask' description,'RenderQueue' description,'BlendMode' description,'Sidedness' description,'ZWrite' description,'ZTest' description,'OffsetFactor' description,'OffsetUnits' description, |
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== Fields == | == Fields == | ||
{{Table ComponentFields | {{Table ComponentFields | ||
|HighPriorityIntegration|Bool| | |HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | ||
|TextureScale|Float2| | |TextureScale|Float2| | ||
|TextureOffset|Float2| | |TextureOffset|Float2| | ||
Line 44: | Line 44: | ||
|_useAlphaClip|Bool| | |_useAlphaClip|Bool| | ||
|AlphaClip|Float| | |AlphaClip|Float| | ||
|OffsetFactor|Float| | |OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}} | ||
|OffsetUnits|Float| | |OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}} | ||
|RenderQueue|Int| | |RenderQueue|Int|{{Template:Material_RenderQueue_Desc}} | ||
|SpecularColor|ColorX| | |SpecularColor|ColorX| | ||
|SpecularMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv30=true| | |SpecularMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv30=true| |
Latest revision as of 00:01, 14 November 2024
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Component image
A PBS Slice (Metallic & Specular) shader:
- Supports up to 8 plane slicers, cutting a mesh
- Supports slice fade effect along the edge (albedo & emissive)
- Is dual-sided, rendering interior (mesh will look as a shell though)
- Adds a GenericSlicer component, which allows to set the slicing plane visually. To create/edit the material, click "Create Slicer" in the 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. |
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 | |
TextureOffset
|
Float2 | |
AlbedoColor
|
ColorX | |
EdgeColor
|
ColorX | |
AlbedoTexture
|
ITexture2D | |
EmissiveColor
|
ColorX | |
EdgeEmissiveColor
|
ColorX | |
EmissiveMap
|
ITexture2D | |
NormalMap
|
ITexture2D | |
NormalScale
|
Float | |
OcclusionMap
|
ITexture2D | |
DetailTextureScale
|
Float2 | |
DetailTextureOffset
|
Float2 | |
DetailAlbedoTexture
|
ITexture2D | |
DetailNormalMap
|
ITexture2D | |
DetailNormalScale
|
Float | |
Culling
|
Culling | |
HideSlicers
|
Bool | |
Slicers
|
list of Slicer | |
LocalSpace
|
Bool | |
EdgeTransitionStart
|
Float | |
EdgeTransitionEnd
|
Float | |
AlphaHandling
|
AlphaHandling | |
_useAlphaClip
|
Bool | |
AlphaClip
|
Float | |
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 |
SpecularColor
|
ColorX | |
SpecularMap
|
ITexture2D | |
_regular
|
Shader | |
_transparent
|
Shader |