|TextureScale|Float2| An x/y-coordinate multiplier when translating between UV coordinates and XY coordinates in the textures.
|TextureScale|Float2| An x/y-coordinate multiplier when translating between UV coordinates and XY coordinates in the textures.
|TextureOffset|Float2| An x/y-coordinate offset when translating between UV coordinates and XY coordinates in the textures.
|TextureOffset|Float2| An x/y-coordinate offset when translating between UV coordinates and XY coordinates in the textures.
|AlbedoColor|Color| If an albedo texture is not provided, the constant albedo/diffuse color for the mesh.
|AlbedoColor|ColorX| If an albedo texture is not provided, the constant albedo/diffuse color for the mesh.
|AlbedoTexture|IAssetProvider`1|TypeString4=IAssetProvider<ITexture2D>| An optional 2D texture to provide albedo/diffuse data to be UV-mapped onto the mesh.
|AlbedoTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv4=true| An optional 2D texture to provide albedo/diffuse data to be UV-mapped onto the mesh.
|EmissiveColor|Color| If the emissive map is not provided, the constant emissive color for the mesh.
|EmissiveColor|ColorX| If the emissive map is not provided, the constant emissive color for the mesh.
|EmissiveMap|IAssetProvider`1|TypeString6=IAssetProvider<ITexture2D>| An optional 2D texture to provide emission data to be UV-mapped onto the mesh.
|EmissiveMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv6=true| An optional 2D texture to provide emission data to be UV-mapped onto the mesh.
|NormalMap|IAssetProvider`1|TypeString7=IAssetProvider<ITexture2D>| An optional 2D texture to provide normal data to be UV-mapped onto the mesh.
|NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv7=true| An optional 2D texture to provide normal data to be UV-mapped onto the mesh.
|NormalScale|Float| A multiplier for normal data.
|NormalScale|Float| A multiplier for normal data.
|OcclusionMap|IAssetProvider`1|TypeString9=IAssetProvider<ITexture2D>| 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|SyncList`1|TypeString22=SyncList<Point>| 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.
This article or section is a Stub. You can help the Resonite Wiki by expanding it.
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.