remove unessary stub markers and add Culling template
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|NormalScale|Float| A multiplier for normal data.
|NormalScale|Float| A multiplier for normal data.
|OcclusionMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv9=true| An optional 2D texture to provide occlusion data to be UV-mapped onto the mesh.
|OcclusionMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv9=true| An optional 2D texture to provide occlusion data to be UV-mapped onto the mesh.
|Points|{{RootFieldType|SyncList`1|[[Type:Point|Point]]}}|TypeAdv22=true| A list of (global) positions and tints. The tint is applied to mesh vertices more or less depending on the mesh vertex's distance to the given point: larger distances means less tint.
|Points|{{RootFieldType|SyncList`1|[[Type:Point|Point]]}}|TypeAdv22=true| A list of (global) positions and tints. The tint is applied to mesh vertices more or less depending on the mesh vertex's distance to the given point: larger distances means less tint.
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Component image
PBS Distance Lerp Specular component as seen in the Scene Inspector
Works on meshes with dense vertices. Can apply tint based on distance to specified points, and also displaces the vertices in the mesh based on distance to specified points (possibly towards/away from the point).
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.
A list of (global) positions and tints. The tint is applied to mesh vertices more or less depending on the mesh vertex's distance to the given point: larger distances means less tint.