|TextureScale|Float2| How much to scale up or down the scale of the albedo, emissive, normal, height, specular, and occlusion maps.
|TextureOffset|Float2| {{stub}}
|TextureOffset|Float2| How much to shift around the position of the albedo, emissive, normal, height, specular, and occlusion maps.
|DetailTextureScale|Float2| {{stub}}
|DetailTextureScale|Float2| How much to scale up or down the scale of the detail albedo, and detail normal maps.
|DetailTextureOffset|Float2| {{stub}}
|DetailTextureOffset|Float2| How much to shift around the position of the detail albedo, and detail normal maps.
|AlbedoColor|Color| {{stub}}
|AlbedoColor|ColorX| The color to multiply the texture of the albedo (base color) with. Basically a tint. Default white.
|AlbedoTexture|ITexture2D| {{stub}}
|AlbedoTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv7=true| The texture to use as the color of the surface.
|EmissiveColor|Color| {{stub}}
|EmissiveColor|ColorX| The color to multiply the texture of the emission (glowly color) with. Basically a tint. Default white.
|EmissiveMap|ITexture2D| {{stub}}
|EmissiveMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv9=true| The texture to use as the glowing (emission) color of the surface.
|NormalScale|Float| {{stub}}
|NormalScale|Float| How much to scale up the effect of the normal map.
|NormalMap|ITexture2D| {{stub}}
|NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv11=true| 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.
|HeightMap|ITexture2D| {{stub}}
|HeightMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv12=true| The height map changes the position that pixels of the surface are rendered so they appear further or closer to the actual surface. Like a parallax effect. Can cause artifacts around edges.
|HeightScale|Float| {{stub}}
|HeightScale|Float| How strong the height parallax effect should be.
|OcclusionMap|ITexture2D| {{stub}}
|OcclusionMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv14=true| Used to specify surface parts in eternal shadow due to being close to other mesh parts.
|DetailAlbedoTexture|ITexture2D| {{stub}}
|DetailAlbedoTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv15=true| A multiplied layer of albedo on top of the default <code>AlbedoTexture</code>.
|DetailNormalMap|ITexture2D| {{stub}}
|DetailNormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv16=true| A layered normal map on top of the default <code>NormalMap</code>.
|DetailNormalScale|Float| {{stub}}
|DetailNormalScale|Float| How much to scale up the effect of the detail normal map.
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.
The height map changes the position that pixels of the surface are rendered so they appear further or closer to the actual surface. Like a parallax effect. Can cause artifacts around edges.