The '''PBS_MultiUVMetallic''' component is used as a material that can stack two different sets of material data except for shine maps. This material however cannot render in cutout or transparent properly, and always appears opaque, which is a bug.
<!--T:2-->
<!--T:2-->
Line 62:
Line 63:
<!--T:5-->
<!--T:5-->
== Related Components ==
== See Also ==
</translate>
</translate>
[[Category:ComponentStubs]]
[[Category:Components{{#translation:}}|PBS Multi UV Metallic]]
[[Category:Components{{#translation:}}|PBS Multi UV Metallic]]
[[Category:Materials:PBS{{#translation:}}|PBS Multi UV Metallic]]
[[Category:Materials:PBS{{#translation:}}|PBS Multi UV Metallic]]
[[Category:Materials{{#translation:}}|PBS Multi UV Metallic]]
[[Category:Materials{{#translation:}}|PBS Multi UV Metallic]]
[[Category:Components:Assets:Materials:PBS{{#translation:}}|PBS Multi UV Metallic]]
[[Category:Components:Assets:Materials:PBS{{#translation:}}|PBS Multi UV Metallic]]
Latest revision as of 19:10, 2 July 2025
This article or section is a stub. You can help the Resonite wiki by expanding it.
Component image
PBS Multi UV Metallic component as seen in the Scene Inspector
The PBS_MultiUVMetallic component is used as a material that can stack two different sets of material data except for shine maps. This material however cannot render in cutout or transparent properly, and always appears opaque, which is a bug.
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.
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]
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]