Component:PBS ColorMaskMetallic: Difference between revisions

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Automated: update '_shader' description,'TextureScale' description,'TextureOffset' description,'ColorMaskScale' description,'ColorMaskOffset' description,'ColorMask' description,'AlbedoColor0' description,'AlbedoColor1' description,'AlbedoColor2' description,'AlbedoColor3' description,'AlbedoTexture' description,'EmissiveColor0' description,'EmissiveColor1' description,'EmissiveColor2' description,'EmissiveColor3' description,'EmissiveMap' description,'NormalMap' description,'NormalScale' des...
 
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{{Infobox Component
{{Infobox Component
|Image=PBS_ColorMaskMetallicComponent.png
|Image=PBS_ColorMaskMetallicComponent.png
|Name=PBS Color Mask Metallic
|Name=PBS_ColorMaskMetallic
}}
}}
The '''PBS_ColorMaskMetallic''' Component is used to allow for a metallic setup of a color-able material that allows for 4 distinct colors to be used separately or mixed in different areas on the surface.
 
The '''PBS_ColorMaskMetallic''' material is a metallic material that allows for four distinct colors to be used separately or mixed in on different areas of the surface based on an image map.


== Fields ==
== Fields ==
{{Table ComponentFields
{{Table ComponentFields
|HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}}
|HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}}
|_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv1=true| Shader, Internal.
|_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv1=true|{{Template:Material__shader}}
|TextureScale|Float2| The uv scale of all textures except color masks.
|TextureScale|Float2|{{Template:Material_TextureScale}}
|TextureOffset|Float2| The uv offset of all textures except color masks.
|TextureOffset|Float2|{{Template:Material_TextureOffset}}
|ColorMaskScale|Float2| The uv scale of color masks.
|ColorMaskScale|Float2|{{Template:Material_ColorMaskScale}}
|ColorMaskOffset|Float2| The uv offset of color masks.
|ColorMaskOffset|Float2|{{Template:Material_ColorMaskOffset}}
|ColorMask|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv6=true|The [[color mask]] for the material.
|ColorMask|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv6=true|{{Template:Material_ColorMask}}
|AlbedoColor0|ColorX| The color to use for spots where R is on <code>ColorMask</code>
|AlbedoColor0|ColorX|{{Template:Material_AlbedoColor0}}
|AlbedoColor1|ColorX| The color to use for spots where G is on <code>ColorMask</code>
|AlbedoColor1|ColorX|{{Template:Material_AlbedoColor1}}
|AlbedoColor2|ColorX| The color to use for spots where B is on <code>ColorMask</code>
|AlbedoColor2|ColorX|{{Template:Material_AlbedoColor2}}
|AlbedoColor3|ColorX| The color to use for spots where A is on <code>ColorMask</code>
|AlbedoColor3|ColorX|{{Template:Material_AlbedoColor3}}
|AlbedoTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv11=true|The texture to use on the surface.
|AlbedoTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv11=true|{{Template:Material_AlbedoTexture}}
|EmissiveColor0|ColorX| The color to use for spots where R is on <code>AlbedoTexture</code>
|EmissiveColor0|ColorX|{{Template:Material_EmissiveColor0}}
|EmissiveColor1|ColorX| The color to use for spots where G is on <code>AlbedoTexture</code>
|EmissiveColor1|ColorX|{{Template:Material_EmissiveColor1}}
|EmissiveColor2|ColorX| The color to use for spots where B is on <code>AlbedoTexture</code>
|EmissiveColor2|ColorX|{{Template:Material_EmissiveColor2}}
|EmissiveColor3|ColorX| The color to use for spots where A is on <code>AlbedoTexture</code>
|EmissiveColor3|ColorX|{{Template:Material_EmissiveColor3}}
|EmissiveMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv16=true| The map to use to control the intensity of emissions.
|EmissiveMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv16=true|{{Template:Material_EmissiveMap}}
|NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv17=true| The map to use to control lighting data or normals.
|NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv17=true|{{Template:Material_NormalMap}}
|NormalScale|Float| The strength of the application of lighting data from the <code>NormalMap</code>
|NormalScale|Float|{{Template:Material_NormalScale}}
|OcclusionMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv19=true| The map to use for lighting effectiveness or Occlusion.
|OcclusionMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv19=true|{{Template:Material_OcclusionMap}}
|Transparent|Bool| Whether this should render transparent (BROKEN Right now)
|Transparent|Bool|{{Template:Material_Transparent}}
|ForceZWrite|Bool| Whether to enforce writing to the Z-buffer.
|ForceZWrite|Bool|{{Template:Material_ForceZWrite}}
|OffsetFactor|Float|{{Material_OffsetFactor_Desc}}
|OffsetFactor|Float|{{Material_OffsetFactor_Desc}}
|OffsetUnits|Float|{{Material_OffsetUnits_Desc}}
|OffsetUnits|Float|{{Material_OffsetUnits_Desc}}
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|Metallic|Float|{{Material_Metallic_Desc}}
|Metallic|Float|{{Material_Metallic_Desc}}
|Smoothness|Float|{{Material_Smoothness_Desc}}
|Smoothness|Float|{{Material_Smoothness_Desc}}
|MetallicMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv27=true| [[Component:PBS_Metallic#Metallic Maps|Metallic Maps]]
|MetallicMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv27=true|{{Template:Material_MetallicMap}}
|_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv28=true| Shader, Internal.
|_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv28=true|{{Template:Material__regular}}
|_transparent|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv29=true| Shader, Internal.
|_transparent|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv29=true|{{Template:Material__transparent}}
|_zwrite|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv30=true| Shader, Internal.
|_zwrite|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv30=true|{{Template:Material__zwrite}}
}}
}}


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== See Also ==
== See Also ==


* [[ColorMaskMaps|ColorMaskMaps]]
* [[Color masks]]
* [[Component:PBS_ColorMaskSpecular]]
* [[Component:PBS_ColorMaskSpecular]]



Latest revision as of 20:43, 29 June 2025

Component image 
PBS_ColorMaskMetallic component as seen in the Scene Inspector

The PBS_ColorMaskMetallic material is a metallic material that allows for four distinct colors to be used separately or mixed in on different areas of the surface based on an image map.

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. 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 Internal.
TextureScale Float2 How much to scale up or down the different texture maps.
TextureOffset Float2 How much to shift around the position of the different texture maps.
ColorMaskScale Float2 The UV scaling of the color mask texture.
ColorMaskOffset Float2 The UV offset of the color mask texture.
ColorMask ITexture2D What colors behind the material should make it through the filter.
AlbedoColor0 ColorX The color tint of Texture0.
AlbedoColor1 ColorX The color tint of Texture1.
AlbedoColor2 ColorX The color to use for spots where B is on ColorMask
AlbedoColor3 ColorX The color to use for spots where A is on ColorMask
AlbedoTexture ITexture2D The texture to use as the color of the surface.
EmissiveColor0 ColorX The emissive texture tint for texture 0.
EmissiveColor1 ColorX The emissive texture tint for texture 1.
EmissiveColor2 ColorX The color to use for spots where B is on AlbedoTexture
EmissiveColor3 ColorX The color to use for spots where A is on AlbedoTexture
EmissiveMap ITexture2D The texture to use as the glowing (emission) color of the surface.
NormalMap ITexture2D The normal map is used as a way to change the appearance of a surface when shined on by lights, to give the illusion of a raised surface.
NormalScale Float How much to scale up the effect of the normal map.
OcclusionMap ITexture2D Used to specify surface parts in eternal shadow due to being close to other mesh parts.
Transparent Bool Whether this should render transparent
ForceZWrite Bool Whether to enforce writing to the Z-buffer.
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
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 Internal.
_transparent Shader Shader, Internal.
_zwrite Shader Shader, internal.

Usage

The ColorMask texture is a color mask that gets mapped to the four albedo/emissive channels to change individual tints for certain parts of the material. Other fields work as described on the PBS_Metallic material.

Examples

See Also