Component:PBS IntersectMetallic: Difference between revisions

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Automated: update 'StencilComparison' description,'StencilOperation' description,'StencilID' description,'StencilWriteMask' description,'StencilReadMask' description,'RenderQueue' description,'BlendMode' description,'Sidedness' description,'ZWrite' description,'ZTest' description,'OffsetFactor' description,'OffsetUnits' description,
 
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== Fields ==
== Fields ==
{{Table ComponentFields
{{Table ComponentFields
|HighPriorityIntegration|Bool|
|HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}}
|_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv1=true|
|_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv1=true|
|BeginTransitionStart|Float|
|BeginTransitionStart|Float|
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|OcclusionMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv16=true|
|OcclusionMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv16=true|
|Culling|Culling|
|Culling|Culling|
|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|
|Smoothness|Float|
|Smoothness|Float|
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[[Category:Components{{#translation:}}|PBS Intersect Metallic]]
[[Category:Components{{#translation:}}|PBS Intersect Metallic]]
[[Category:Components:Assets:Materials:PBS{{#translation:}}|PBS Intersect Metallic]]
[[Category:Components:Assets:Materials:PBS{{#translation:}}|PBS Intersect Metallic]]
[[Category:Materials:PBS]]
[[Category:Materials:PBS{{#translation:}}|PBS Intersect Metallic]]
[[Category:Materials]]
[[Category:Materials{{#translation:}}|PBS Intersect Metallic]]

Latest revision as of 00:01, 14 November 2024


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Component image 
PBS Intersect Metallic component as seen in the Scene Inspector


A PBS Intersect Shader (both metallic & specular variants) renders a glow outline when intersecting with opaque materials (any that write to ZBuffer).

Fields

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.
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.
_shader Shader
BeginTransitionStart Float
BeginTransitionEnd Float
EndTransitionStart Float
EndTransitionEnd Float
TextureScale Float2
TextureOffset Float2
AlbedoColor ColorX
IntersectAlbedoColor ColorX
AlbedoTexture ITexture2D
EmissiveColor ColorX
IntersectEmissiveColor ColorX
EmissiveMap ITexture2D
NormalMap ITexture2D
NormalScale Float
OcclusionMap ITexture2D
Culling Culling
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
Smoothness Float
MetallicMap ITexture2D

Usage

Examples

Related Components