Component:PBS TriplanarSpecular: Difference between revisions

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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 28: Line 28:
|TriplanarBlendPower|Float|
|TriplanarBlendPower|Float|
|ObjectSpace|Bool|
|ObjectSpace|Bool|
|OffsetFactor|Float|
|OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}}
|OffsetUnits|Float|
|OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}}
|Culling|Culling|
|Culling|Culling|
|Transparent|Bool|
|Transparent|Bool|
|RenderQueue|Int|
|RenderQueue|Int|{{Template:Material_RenderQueue_Desc}}
|SpecularColor|ColorX|
|SpecularColor|ColorX|
|SpecularMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv18=true|
|SpecularMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv18=true|

Latest revision as of 00:01, 14 November 2024


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Component image 
PBS Triplanar Specular component as seen in the Scene Inspector


A triplanar shader generates UVs and samples a texture by projecting in world space. The input texture is sampled 3 times, once in each of the world x, y and z axes, and the resulting information is planar projected onto the model, blended by the normal.

They are particularly useful for projecting a texture onto a cubical object without causing stretching of the texture.


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.
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
AlbedoTexture ITexture2D
EmissiveColor ColorX
EmissiveMap ITexture2D
NormalMap ITexture2D
NormalScale Float
OcclusionMap ITexture2D
TriplanarBlendPower Float
ObjectSpace Bool
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
Culling Culling
Transparent Bool
RenderQueue Int changes at which point a material renders on the render stack
SpecularColor ColorX
SpecularMap ITexture2D
_regular Shader
_transparent Shader

Usage

Examples

Related Components