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, |
add some info |
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|OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}} | |OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}} | ||
|RenderQueue|Int|{{Template:Material_RenderQueue_Desc}} | |RenderQueue|Int|{{Template:Material_RenderQueue_Desc}} | ||
|Metallic|Float| | |Metallic|Float|{{Template:Material_Metallic_Desc}} | ||
|Smoothness|Float| | |Smoothness|Float|{{Template:Material_Smoothness_Desc}} | ||
|MetallicMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv27=true| | |MetallicMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv27=true| [[Component:PBS_Metallic#Metallic Maps|Metallic Maps]] | ||
|_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv28=true| | |_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv28=true| Shader, Internal. | ||
|_transparent|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv29=true| | |_transparent|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv29=true| Shader, Internal. | ||
|_zwrite|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv30=true| | |_zwrite|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv30=true| Shader, Internal. | ||
}} | }} | ||
Revision as of 18:03, 22 December 2024
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Component image 
PBS Color Mask 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. |
_shader
|
Shader | |
TextureScale
|
Float2 | |
TextureOffset
|
Float2 | |
ColorMaskScale
|
Float2 | |
ColorMaskOffset
|
Float2 | |
ColorMask
|
ITexture2D | |
AlbedoColor0
|
ColorX | |
AlbedoColor1
|
ColorX | |
AlbedoColor2
|
ColorX | |
AlbedoColor3
|
ColorX | |
AlbedoTexture
|
ITexture2D | |
EmissiveColor0
|
ColorX | |
EmissiveColor1
|
ColorX | |
EmissiveColor2
|
ColorX | |
EmissiveColor3
|
ColorX | |
EmissiveMap
|
ITexture2D | |
NormalMap
|
ITexture2D | |
NormalScale
|
Float | |
OcclusionMap
|
ITexture2D | |
Transparent
|
Bool | |
ForceZWrite
|
Bool | |
OffsetFactor
|
Float | 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] |
OffsetUnits
|
Float | 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] |
RenderQueue
|
Int | changes at which point a material renders on the render stack |
Metallic
|
Float | How much metallicness the surface should have if MetallicMap is not specified.
|
Smoothness
|
Float | How much smoothness the surface should have if MetallicMap is not specified.
|
MetallicMap
|
ITexture2D | Metallic Maps |
_regular
|
Shader | Shader, Internal. |
_transparent
|
Shader | Shader, Internal. |
_zwrite
|
Shader | Shader, Internal. |