Component:PBS DistanceLerpMetallic: Difference between revisions

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Automated: update 'TextureScale' description,'TextureOffset' description,'AlbedoColor' description,'AlbedoTexture' description,'EmissiveColor' description,'EmissiveMap' description,'NormalMap' description,'NormalScale' description,'OcclusionMap' description,'GridSize' description,'GridOffset' description,'DisplaceFrom' description,'DisplaceTo' description,'DisplaceMagnitudeFrom' description,'DisplaceMagnitudeTo' description,'EmissionFrom' description,'EmissionTo' description,'EmissionColorFro...
 
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== Fields ==
== Fields ==
{{Table ComponentFields
{{Table ComponentFields
|HighPriorityIntegration|Bool| {{stub}}
|HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}}
|TextureScale|Float2| {{stub}}
|TextureScale|Float2|{{Template:Material_TextureScale}}
|TextureOffset|Float2| {{stub}}
|TextureOffset|Float2|{{Template:Material_TextureOffset}}
|AlbedoColor|ColorX| {{stub}}
|AlbedoColor|ColorX|{{Template:Material_AlbedoColor}}
|AlbedoTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv4=true| {{stub}}
|AlbedoTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv4=true|{{Template:Material_AlbedoTexture}}
|EmissiveColor|ColorX| {{stub}}
|EmissiveColor|ColorX|{{Template:Material_EmissiveColor}}
|EmissiveMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv6=true| {{stub}}
|EmissiveMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv6=true|{{Template:Material_EmissiveMap}}
|NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv7=true| {{stub}}
|NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv7=true|{{Template:Material_NormalMap}}
|NormalScale|Float| {{stub}}
|NormalScale|Float|{{Template:Material_NormalScale}}
|OcclusionMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv9=true| {{stub}}
|OcclusionMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv9=true|{{Template:Material_OcclusionMap}}
|GridSize|Float3| {{stub}}
|GridSize|Float3|{{Template:Material_GridSize}}
|GridOffset|Float3| {{stub}}
|GridOffset|Float3|{{Template:Material_GridOffset}}
|DisplaceFrom|Float| {{stub}}
|DisplaceFrom|Float|{{Template:Material_DisplaceFrom}}
|DisplaceTo|Float| {{stub}}
|DisplaceTo|Float|{{Template:Material_DisplaceTo}}
|DisplaceMagnitudeFrom|Float| {{stub}}
|DisplaceMagnitudeFrom|Float|{{Template:Material_DisplaceMagnitudeFrom}}
|DisplaceMagnitudeTo|Float| {{stub}}
|DisplaceMagnitudeTo|Float|{{Template:Material_DisplaceMagnitudeTo}}
|EmissionFrom|Float| {{stub}}
|EmissionFrom|Float|{{Template:Material_EmissionFrom}}
|EmissionTo|Float| {{stub}}
|EmissionTo|Float|{{Template:Material_EmissionTo}}
|EmissionColorFrom|ColorX| {{stub}}
|EmissionColorFrom|ColorX|{{Template:Material_EmissionColorFrom}}
|EmissionColorTo|ColorX| {{stub}}
|EmissionColorTo|ColorX|{{Template:Material_EmissionColorTo}}
|OverrideDisplacementDirection|'''[[Type:Nullable`1|Nullable`1]]<[[Type:Float3|Float3]]>'''|TypeAdv20=true| {{stub}}
|OverrideDisplacementDirection|'''[[Type:Nullable`1|Nullable`1]]<[[Type:Float3|Float3]]>'''|TypeAdv20=true|{{Template:Material_OverrideDisplacementDirection}}
|LocalSpace|Bool| {{stub}}
|LocalSpace|Bool|{{Template:Material_LocalSpace}}
|Points|{{RootFieldType|SyncList`1|[[Type:Point|Point]]}}|TypeAdv22=true| {{stub}}
|Points|{{RootFieldType|SyncList`1|[[Type:Point|Point]]}}|TypeAdv22=true|{{Template:Material_Points}}
|Culling|Culling| {{stub}}
|Culling|Culling| {{Template:Material_Culling_Desc}}
|Transparent|Bool| {{stub}}
|Transparent|Bool|{{Template:Material_Transparent}}
|OffsetFactor|Float| {{stub}}
|OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}}
|OffsetUnits|Float| {{stub}}
|OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}}
|RenderQueue|Int| {{stub}}
|RenderQueue|Int|{{Template:Material_RenderQueue_Desc}}
|Metallic|Float| {{stub}}
|Metallic|Float|{{Template:Material_Metallic_Desc}}
|Smoothness|Float| {{stub}}
|Smoothness|Float|{{Template:Material_Smoothness_Desc}}
|MetallicMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv30=true| {{stub}}
|MetallicMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv30=true|{{Template:Material_MetallicMap}}
|_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv31=true| {{stub}}
|_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv31=true|{{Template:Material__regular}}
|_transparent|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv32=true| {{stub}}
|_transparent|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv32=true|{{Template:Material__transparent}}
}}
}}


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== See Also ==
[[Category:ComponentStubs]]
[[Category:ComponentStubs]]
[[Category:Materials:PBS]]
[[Category:Components:Assets:Materials:PBS{{#translation:}}|PBS Distance Lerp Metallic]]
[[Category:Components:Assets:Materials:PBS{{#translation:}}|PBS Distance Lerp Metallic]]
[[Category:Components{{#translation:}}|PBS Distance Lerp Metallic]]
[[Category:Components{{#translation:}}|PBS Distance Lerp Metallic]]
[[Category:Materials]]
[[Category:Materials:PBS{{#translation:}}|PBS Distance Lerp Metallic]]
[[Category:Materials{{#translation:}}|PBS Distance Lerp Metallic]]

Latest revision as of 20:43, 29 June 2025


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Component image 
PBS Distance Lerp Metallic component as seen in the Scene Inspector

Works on meshes with dense vertices. Can apply tint based on distance to specified points, and also displaces the vertices in the mesh based on distance to specified points (possibly towards/away from the point).

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 How much to scale up or down the different texture maps.
TextureOffset Float2 How much to shift around the position of the different texture maps.
AlbedoColor ColorX The color to multiply the texture of the albedo (base color) with. Basically a tint. Default white.
AlbedoTexture ITexture2D The texture to use as the color of the surface.
EmissiveColor ColorX The color to multiply the texture of the emission (glowly color) with. Basically a tint. Default white.
EmissiveMap ITexture2D The texture to use as the glowing (emission) color of the surface.
NormalMap ITexture2D 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.
NormalScale Float How much to scale up the effect of the normal map.
OcclusionMap ITexture2D Used to specify surface parts in eternal shadow due to being close to other mesh parts.
GridSize Float3 Template:Material GridSize
GridOffset Float3 Template:Material GridOffset
DisplaceFrom Float Template:Material DisplaceFrom
DisplaceTo Float Template:Material DisplaceTo
DisplaceMagnitudeFrom Float Template:Material DisplaceMagnitudeFrom
DisplaceMagnitudeTo Float Template:Material DisplaceMagnitudeTo
EmissionFrom Float Template:Material EmissionFrom
EmissionTo Float Template:Material EmissionTo
EmissionColorFrom ColorX Template:Material EmissionColorFrom
EmissionColorTo ColorX Template:Material EmissionColorTo
OverrideDisplacementDirection Nullable`1<Float3> Template:Material OverrideDisplacementDirection
LocalSpace Bool Whether to calculate Distance and Point in local space.
Points list of Point A list of (global) positions and tints. The tint is applied to mesh vertices more or less depending on the mesh vertex's distance to the given point: larger distances means less tint.
Culling Culling Whether to show the material on the front, back, or both sides
Transparent Bool Whether this should render transparent
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 How much metallicness the surface should have if MetallicMap is not specified.
Smoothness Float How much smoothness the surface should have if MetallicMap is not specified.
MetallicMap ITexture2D Metallic Maps
_regular Shader Internal.
_transparent Shader Shader, Internal.

Usage

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Examples

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See Also