The '''PBS_VertexColorSpecular''' component is a [[Component:PBS_Specular]] component except that it allows for the use of vertex colors as a multiplier for different colors/properties of the material.
For your meshes to have vertex colors, it needs to be explicitly set to do so under the advanced settings when importing a model before clicking "run import!"
|Albedo|0| Vertex colors should be applied as a multiplier to the material's albedo/color look.
|Emissive|1| Vertex colors should be applied as a multiplier to the material's emission/glow look.
|Specular|2| Vertex colors should be applied as a multiplier to the material's specular/smoothness look.
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== Related Components ==
== See Also ==
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[[Category:ComponentStubs]]
[[Category:Components{{#translation:}}|PBS Vertex Color Specular]]
[[Category:Components{{#translation:}}|PBS Vertex Color Specular]]
[[Category:Components:Assets:Materials:PBS{{#translation:}}|PBS Vertex Color Specular]]
[[Category:Components:Assets:Materials:PBS{{#translation:}}|PBS Vertex Color Specular]]
[[Category:Materials:PBS]]
[[Category:Materials:PBS{{#translation:}}|PBS Vertex Color Specular]]
[[Category:Materials]]
[[Category:Materials{{#translation:}}|PBS Vertex Color Specular]]
[[Category:Components With Nested Enums{{#translation:}}|PBS Vertex Color Specular]]
Latest revision as of 14:28, 7 July 2025
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Component image
PBS Vertex Color Specular component as seen in the Scene Inspector
The PBS_VertexColorSpecular component is a Component:PBS_Specular component except that it allows for the use of vertex colors as a multiplier for different colors/properties of the material.
For your meshes to have vertex colors, it needs to be explicitly set to do so under the advanced settings when importing a model before clicking "run import!"
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]