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== Fields == | == Fields == | ||
{{Table ComponentFields | {{Table ComponentFields | ||
|HighPriorityIntegration|Bool| | |HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | ||
|TextureScale|Float2| | |TextureScale|Float2| | ||
|TextureOffset|Float2| | |TextureOffset|Float2| | ||
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|TriplanarBlendPower|Float| | |TriplanarBlendPower|Float| | ||
|ObjectSpace|Bool| | |ObjectSpace|Bool| | ||
|OffsetFactor|Float| | |OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}} | ||
|OffsetUnits|Float| | |OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}} | ||
|Culling|Culling| | |Culling|Culling| {{Template:Material_Culling_Desc}} | ||
|Transparent|Bool| | |Transparent|Bool| | ||
|RenderQueue|Int| | |RenderQueue|Int|{{Template:Material_RenderQueue_Desc}} | ||
|Metallic|Float| | |Metallic|Float| | ||
|Smoothness|Float| | |Smoothness|Float| | ||
|MetallicMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv19=true| | |MetallicMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv19=true| | ||
|_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv20=true| | |_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv20=true| Internal. | ||
|_transparent|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv21=true| | |_transparent|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv21=true| Internal. | ||
}} | }} | ||
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<!--T:5--> | <!--T:5--> | ||
== | == See Also == | ||
</translate> | </translate> | ||
[[Category:ComponentStubs]] | [[Category:ComponentStubs]] | ||
[[Category:Components{{#translation:}}|PBS Triplanar Metallic]] | [[Category:Components{{#translation:}}|PBS Triplanar Metallic]] | ||
[[Category:Components:Assets:Materials:PBS{{#translation:}}|PBS Triplanar Metallic]] | [[Category:Components:Assets:Materials:PBS{{#translation:}}|PBS Triplanar Metallic]] | ||
[[Category:Materials:PBS]] | [[Category:Materials:PBS{{#translation:}}|PBS Triplanar Metallic]] | ||
[[Category:Materials]] | [[Category:Materials{{#translation:}}|PBS Triplanar Metallic]] |
Latest revision as of 17:50, 26 January 2025
This article or section is a Stub. You can help the Resonite Wiki by expanding it.
Component image 
PBS Triplanar Metallic component as seen in the Scene Inspector

A triplanar shader generates UVs and samples a texture by projecting in world space. The input texture is sampled 3 times, once in each of the world x, y and z axes, and the resulting information is planar projected onto the model, blended by the normal.
They are particularly useful for projecting a texture onto a cubical object without causing stretching of the texture.
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. Some components stop their functionality when this field is disabled, but some don't. |
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. |
TextureScale
|
Float2 | |
TextureOffset
|
Float2 | |
AlbedoColor
|
ColorX | |
AlbedoTexture
|
ITexture2D | |
EmissiveColor
|
ColorX | |
EmissiveMap
|
ITexture2D | |
NormalMap
|
ITexture2D | |
NormalScale
|
Float | |
OcclusionMap
|
ITexture2D | |
TriplanarBlendPower
|
Float | |
ObjectSpace
|
Bool | |
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 |
Culling
|
Culling | Whether to show the material on the front, back, or both sides |
Transparent
|
Bool | |
RenderQueue
|
Int | changes at which point a material renders on the render stack |
Metallic
|
Float | |
Smoothness
|
Float | |
MetallicMap
|
ITexture2D | |
_regular
|
Shader | Internal. |
_transparent
|
Shader | Internal. |