Component:PBS VertexColorSpecular: Difference between revisions

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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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|OcclusionMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv9=true|
|OcclusionMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv9=true|
|VertexColorInterpolationSpace|ColorProfile|
|VertexColorInterpolationSpace|ColorProfile|
|Culling|Culling|
|Culling|Culling| {{Template:Material_Culling_Desc}}
|AlphaHandling|AlphaHandling|
|AlphaHandling|AlphaHandling|
|AlphaClip|Float|
|AlphaClip|Float|
|OffsetFactor|Float|
|OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}}
|OffsetUnits|Float|
|OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}}
|RenderQueue|Int|
|RenderQueue|Int|{{Template:Material_RenderQueue_Desc}}
|SpecularColor|ColorX|
|SpecularColor|ColorX|
|SpecularMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv18=true|
|SpecularMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv18=true|
|VertexColorTarget|ColorTarget|
|VertexColorTarget|'''[[#ColorTarget|ColorTarget]]'''|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.
|_transparentFront|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv22=true|
|_transparentFront|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv22=true| Internal.
}}
}}


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== Usage ==
== Usage ==
== ColorTarget ==
{{Table EnumValues
|Albedo|0|
|Emissive|1|
|Metallic|2|
}}


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== Related Components ==
== See Also ==
</translate>
</translate>
[[Category:ComponentStubs]]
[[Category:ComponentStubs]]
[[Category:Components{{#translation:}}|PBS Vertex Color Specular]]
[[Category:Components{{#translation:}}|PBS Vertex Color Specular]]
[[Category:Components:Assets:Materials:PBS{{#translation:}}|PBS Vertex Color Specular]]
[[Category:Components:Assets:Materials:PBS{{#translation:}}|PBS Vertex Color Specular]]
[[Category:Materials:PBS]]
[[Category:Materials:PBS{{#translation:}}|PBS Vertex Color Specular]]
[[Category:Materials]]
[[Category:Materials{{#translation:}}|PBS Vertex Color Specular]]
[[Category:Components With Nested Enums{{#translation:}}|PBS Vertex Color Specular]]

Latest revision as of 17:54, 26 January 2025


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Component image 
PBS Vertex Color Specular component as seen in the Scene Inspector


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. 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
VertexColorInterpolationSpace ColorProfile
Culling Culling Whether to show the material on the front, back, or both sides
AlphaHandling AlphaHandling
AlphaClip Float
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
SpecularColor ColorX
SpecularMap ITexture2D
VertexColorTarget ColorTarget
_regular Shader Internal.
_transparent Shader Internal.
_transparentFront Shader Internal.

Usage

ColorTarget

Values
Name Value Description
Albedo 0
Emissive 1
Metallic 2

Examples

See Also