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{{Infobox Component | {{Infobox Component | ||
|Image=PBS_DualSidedMetallicComponent.png | |Image=PBS_DualSidedMetallicComponent.png | ||
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== Fields == | == Fields == | ||
{{Table ComponentFields | {{Table ComponentFields | ||
|HighPriorityIntegration|Bool| | |HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | ||
|TextureScale|Float2| | |TextureScale|Float2| | ||
|TextureOffset|Float2| | |TextureOffset|Float2| | ||
|AlbedoColor| | |AlbedoColor|ColorX| | ||
|AlbedoTexture| | |AlbedoTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv4=true| | ||
|EmissiveColor| | |EmissiveColor|ColorX| | ||
|EmissiveMap| | |EmissiveMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv6=true| | ||
|NormalMap| | |NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv7=true| | ||
|NormalScale|Float| | |NormalScale|Float| | ||
|OcclusionMap| | |OcclusionMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv9=true| | ||
|Culling|Culling| | |Culling|Culling|{{Template:Material_Culling_Desc}} | ||
|AlphaHandling|AlphaHandling| | |AlphaHandling|AlphaHandling| | ||
|AlphaClip|Float| | |AlphaClip|Float| | ||
|OffsetFactor|Float| | |OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}} | ||
|OffsetUnits|Float| | |OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}} | ||
|RenderQueue|Int| | |RenderQueue|Int|{{Template:Material_RenderQueue_Desc}} | ||
|Metallic|Float| | |Metallic|Float|{{Template:Material_Metallic_Desc}} | ||
|Smoothness|Float| | |Smoothness|Float|{{Template:Material_Smoothness_Desc}} | ||
|MetallicMap| | |MetallicMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv18=true| [[Component:PBS_Metallic#Metallic Maps|Metallic Maps]] | ||
|_regular| | |_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv19=true| Shader, Internal. | ||
|_transparent| | |_transparent|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv20=true| Shader, Internal. | ||
}} | }} | ||
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== | == See Also == | ||
</translate> | </translate> | ||
[[Category:ComponentStubs]] | [[Category:ComponentStubs]] | ||
[[Category:Components{{#translation:}}|PBS Dual Sided Metallic]] | [[Category:Components{{#translation:}}|PBS Dual Sided Metallic]] | ||
[[Category:Materials:PBS{{#translation:}}|PBS Dual Sided Metallic]] | |||
[[Category:Materials{{#translation:}}|PBS Dual Sided Metallic]] | |||
[[Category:Components:Assets:Materials:PBS{{#translation:}}|PBS Dual Sided Metallic]] | [[Category:Components:Assets:Materials:PBS{{#translation:}}|PBS Dual Sided Metallic]] |
Latest revision as of 19:06, 22 December 2024
PBS Metallic Dualsided Channel Packing is
R: Metalness/Occlusion/Height
A: Smoothness
Component image 
PBS Dual Sided Metallic component as seen in the Scene Inspector

Normally, mesh faces are single-sided only, and thus only render on the outside. Applying a dual-sided material will cause both outside and inside faces to be rendered.
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. |
TextureScale
|
Float2 | |
TextureOffset
|
Float2 | |
AlbedoColor
|
ColorX | |
AlbedoTexture
|
ITexture2D | |
EmissiveColor
|
ColorX | |
EmissiveMap
|
ITexture2D | |
NormalMap
|
ITexture2D | |
NormalScale
|
Float | |
OcclusionMap
|
ITexture2D | |
Culling
|
Culling | Whether to show the material on the front, back, or both sides |
AlphaHandling
|
AlphaHandling | |
AlphaClip
|
Float | |
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 | Shader, Internal. |
_transparent
|
Shader | Shader, Internal. |