Automated: update component fields |
989onan bot (talk | contribs) 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| {{ | |HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | ||
|TextureScale|Float2| {{ | |TextureScale|Float2|{{Template:Material_TextureScale}} | ||
|TextureOffset|Float2| {{ | |TextureOffset|Float2|{{Template:Material_TextureOffset}} | ||
|AlbedoColor|ColorX| {{ | |AlbedoColor|ColorX|{{Template:Material_AlbedoColor}} | ||
|AlbedoTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv4=true| {{ | |AlbedoTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv4=true|{{Template:Material_AlbedoTexture}} | ||
|EmissiveColor|ColorX| {{ | |EmissiveColor|ColorX|{{Template:Material_EmissiveColor}} | ||
|EmissiveMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv6=true| {{ | |EmissiveMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv6=true|{{Template:Material_EmissiveMap}} | ||
|NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv7=true| {{ | |NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv7=true|{{Template:Material_NormalMap}} | ||
|NormalScale|Float| {{ | |NormalScale|Float|{{Template:Material_NormalScale}} | ||
|OcclusionMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv9=true| {{ | |OcclusionMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv9=true|{{Template:Material_OcclusionMap}} | ||
|GridSize|Float3| {{ | |GridSize|Float3|{{Template:Material_GridSize}} | ||
|GridOffset|Float3| {{ | |GridOffset|Float3|{{Template:Material_GridOffset}} | ||
|DisplaceFrom|Float| {{ | |DisplaceFrom|Float|{{Template:Material_DisplaceFrom}} | ||
|DisplaceTo|Float| {{ | |DisplaceTo|Float|{{Template:Material_DisplaceTo}} | ||
|DisplaceMagnitudeFrom|Float| {{ | |DisplaceMagnitudeFrom|Float|{{Template:Material_DisplaceMagnitudeFrom}} | ||
|DisplaceMagnitudeTo|Float| {{ | |DisplaceMagnitudeTo|Float|{{Template:Material_DisplaceMagnitudeTo}} | ||
|EmissionFrom|Float| {{ | |EmissionFrom|Float|{{Template:Material_EmissionFrom}} | ||
|EmissionTo|Float| {{ | |EmissionTo|Float|{{Template:Material_EmissionTo}} | ||
|EmissionColorFrom|ColorX| {{ | |EmissionColorFrom|ColorX|{{Template:Material_EmissionColorFrom}} | ||
|EmissionColorTo|ColorX| {{ | |EmissionColorTo|ColorX|{{Template:Material_EmissionColorTo}} | ||
|OverrideDisplacementDirection|'''[[Type:Nullable`1|Nullable`1]]<[[Type:Float3|Float3]]>'''|TypeAdv20=true| {{ | |OverrideDisplacementDirection|'''[[Type:Nullable`1|Nullable`1]]<[[Type:Float3|Float3]]>'''|TypeAdv20=true|{{Template:Material_OverrideDisplacementDirection}} | ||
|LocalSpace|Bool| {{ | |LocalSpace|Bool|{{Template:Material_LocalSpace}} | ||
|Points|{{RootFieldType|SyncList`1|[[Type:Point|Point]]}}|TypeAdv22=true| {{ | |Points|{{RootFieldType|SyncList`1|[[Type:Point|Point]]}}|TypeAdv22=true|{{Template:Material_Points}} | ||
|Culling|Culling| {{ | |Culling|Culling| {{Template:Material_Culling_Desc}} | ||
|Transparent|Bool| {{ | |Transparent|Bool|{{Template:Material_Transparent}} | ||
|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|{{Template:Material_Metallic_Desc}} | ||
|Smoothness|Float| {{ | |Smoothness|Float|{{Template:Material_Smoothness_Desc}} | ||
|MetallicMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv30=true| {{ | |MetallicMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv30=true|{{Template:Material_MetallicMap}} | ||
|_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv31=true| {{ | |_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv31=true|{{Template:Material__regular}} | ||
|_transparent|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv32=true| {{ | |_transparent|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv32=true|{{Template:Material__transparent}} | ||
}} | }} | ||
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{{stub}} | {{stub}} | ||
== See Also == | |||
[[Category:ComponentStubs]] | [[Category:ComponentStubs]] | ||
[[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
This article or section is a Stub. You can help the Resonite Wiki by expanding it.
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
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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