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|DetailNormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv16=true| {{stub}} | |DetailNormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv16=true| {{stub}} | ||
|DetailNormalScale|Float| {{stub}} | |DetailNormalScale|Float| {{stub}} | ||
|BlendMode|BlendMode| {{ | |BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}} | ||
|AlphaCutoff|Float| {{stub}} | |AlphaCutoff|Float| {{stub}} | ||
|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| {{stub}} | |SpecularColor|ColorX| {{stub}} | ||
|SpecularMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv24=true| {{stub}} | |SpecularMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv24=true| {{stub}} | ||
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[[Category:Components{{#translation:}}|PBS Specular]] | [[Category:Components{{#translation:}}|PBS Specular]] | ||
[[Category:Materials{{#translation:}}|PBS Specular]] | [[Category:Materials{{#translation:}}|PBS Specular]] | ||
[[Category:ComponentStubs]] |
Latest revision as of 00:50, 14 November 2024
This article or section is a Stub. You can help the Resonite Wiki by expanding it.
Component image
Introduction
PBS Specular is a standard material that can utilize specular maps.
Usage
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. |
_shader
|
Shader | This article or section is a Stub. You can help the Resonite Wiki by expanding it. |
TextureScale
|
Float2 | This article or section is a Stub. You can help the Resonite Wiki by expanding it. |
TextureOffset
|
Float2 | This article or section is a Stub. You can help the Resonite Wiki by expanding it. |
DetailTextureScale
|
Float2 | This article or section is a Stub. You can help the Resonite Wiki by expanding it. |
DetailTextureOffset
|
Float2 | This article or section is a Stub. You can help the Resonite Wiki by expanding it. |
AlbedoColor
|
ColorX | This article or section is a Stub. You can help the Resonite Wiki by expanding it. |
AlbedoTexture
|
ITexture2D | This article or section is a Stub. You can help the Resonite Wiki by expanding it. |
EmissiveColor
|
ColorX | This article or section is a Stub. You can help the Resonite Wiki by expanding it. |
EmissiveMap
|
ITexture2D | This article or section is a Stub. You can help the Resonite Wiki by expanding it. |
NormalScale
|
Float | This article or section is a Stub. You can help the Resonite Wiki by expanding it. |
NormalMap
|
ITexture2D | This article or section is a Stub. You can help the Resonite Wiki by expanding it. |
HeightMap
|
ITexture2D | This article or section is a Stub. You can help the Resonite Wiki by expanding it. |
HeightScale
|
Float | This article or section is a Stub. You can help the Resonite Wiki by expanding it. |
OcclusionMap
|
ITexture2D | This article or section is a Stub. You can help the Resonite Wiki by expanding it. |
DetailAlbedoTexture
|
ITexture2D | This article or section is a Stub. You can help the Resonite Wiki by expanding it. |
DetailNormalMap
|
ITexture2D | This article or section is a Stub. You can help the Resonite Wiki by expanding it. |
DetailNormalScale
|
Float | This article or section is a Stub. You can help the Resonite Wiki by expanding it. |
BlendMode
|
BlendMode | How to blend this material's colors vs what it rendered on top of. |
AlphaCutoff
|
Float | This article or section is a Stub. You can help the Resonite Wiki by expanding it. |
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 | This article or section is a Stub. You can help the Resonite Wiki by expanding it. |
SpecularMap
|
ITexture2D | This article or section is a Stub. You can help the Resonite Wiki by expanding it. |
Behavior
This article or section is a Stub. You can help the Resonite Wiki by expanding it.
Specular Maps
This Material type uses a specular map for determining:
- Specularity
- Smoothness
This information is packed into the Specular map using the following pattern:
- RBG: Specularity
- Non-Metals are Dark Grey
- Metals usually match the color of the metal you're after such as Iron being a Brighter Grey.
- Alpha: Smoothness
- High Alpha means High Smoothness
- Low Alpha is Low Smoothness
Resonite uses the Unity Standard Shader Maps for this Material, for more information please see this guide for more information.
Examples
This article or section is a Stub. You can help the Resonite Wiki by expanding it.
Further Reading
- PBS Metallic - Documentation on Resonite's PBS Metallic Material. This is often paired or compared to PBS Specular.