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| <languages></languages>
| | #REDIRECT[[Component:FurMaterial]] |
| <translate>
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| <!--T:1-->
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| {{stub}}
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| {{Infobox Component
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| |Image=FurMaterialComponent.png
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| |Name=FurMaterial
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| }}
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| <!--T:2-->
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| == Intoduction ==
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| <!--T:3-->
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| == Usage ==
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| {{Table ComponentFields
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| |HighPriorityIntegration|Bool|
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| |_shader|Shader|
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| |Color|Color| Color/Tint of the fur
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| |SpecularColor|Color| Specular Tint... Behaves like PBS Specular Tinting
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| |Shininess|Float| Behaves like PBS Smoothness/Roughness
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| |Gloss|Float| Reflection Intensity.
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| |RimColor|Color| Rim Lighting Color
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| |RimPower|Float| Rim Lighting Power
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| |FurLength|Float| Length of the fur.
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| |FurHardness|Float| How Stiff the fur is. Affects force and partial fur length
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| |FurThinness|Float| How many times to re-iterate the fur noise map. Behaves simularly to texture scaling.
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| |FurShading|Float| How much fake shading should be applied to the fur
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| |FurColoring|Float| How much the color of the fur should take president over shading
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| |Base|ITexture2D| Albedo Texture. Alpha is Heightmap
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| |NormalMap|ITexture2D| Normal Map
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| |Noise|ITexture2D| Noise texture... This should always be on the alpha channel. This determines the pattern of the fur.
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| |TextureScale|Float2| Texture Scale
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| |TextureOffset|Float2| Texture Offset
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| |AlphaCutoff|Float| Alpha cutoff for the additional layers created by the shader based on the noise map.
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| |ForceGlobal|Float4|The amount of displacement to apply in the world coordinate system. The '''W''' value corresponds to a proportional affinity to point towards world origin.|ForceLocal|Float4|The amount of displacement to apply in the object's local coordinate system.|RenderQueue|Int|
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| }}
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| <!--T:4-->
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| == Behavior ==
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| <!--T:5-->
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| == Examples ==
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| <!--T:6-->
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| == Related Components ==
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| </translate>
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| [[Category:Components{{#translation:}}|FurMaterial (Component){{#translation:}}]] | |
| [[Category:Components:Assets:Materials{{#translation:}}|FurMaterial (Component){{#translation:}}]]
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| [[Category:Materials]]
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