Automated: update Fields, Categories |
989onan bot (talk | contribs) Automated: update '_shader' description,'TextureScale' description,'TextureOffset' description,'ColorMaskScale' description,'ColorMaskOffset' description,'ColorMask' description,'AlbedoColor0' description,'AlbedoColor1' description,'AlbedoColor2' description,'AlbedoColor3' description,'AlbedoTexture' description,'EmissiveColor0' description,'EmissiveColor1' description,'EmissiveColor2' description,'EmissiveColor3' description,'EmissiveMap' description,'NormalMap' description,'NormalScale' des... |
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{{Infobox Component | {{Infobox Component | ||
|Image=PBS_ColorMaskMetallicComponent.png | |Image=PBS_ColorMaskMetallicComponent.png | ||
|Name= | |Name=PBS_ColorMaskMetallic | ||
}} | }} | ||
The '''PBS_ColorMaskMetallic''' material is a metallic material that allows for four distinct colors to be used separately or mixed in on different areas of the surface based on an image map. | |||
== 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|{{Template:Material__shader}} | ||
|TextureScale|Float2| | |TextureScale|Float2|{{Template:Material_TextureScale}} | ||
|TextureOffset|Float2| | |TextureOffset|Float2|{{Template:Material_TextureOffset}} | ||
|ColorMaskScale|Float2| | |ColorMaskScale|Float2|{{Template:Material_ColorMaskScale}} | ||
|ColorMaskOffset|Float2| | |ColorMaskOffset|Float2|{{Template:Material_ColorMaskOffset}} | ||
|ColorMask|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv6=true| | |ColorMask|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv6=true|{{Template:Material_ColorMask}} | ||
|AlbedoColor0|ColorX| | |AlbedoColor0|ColorX|{{Template:Material_AlbedoColor0}} | ||
|AlbedoColor1|ColorX| | |AlbedoColor1|ColorX|{{Template:Material_AlbedoColor1}} | ||
|AlbedoColor2|ColorX| | |AlbedoColor2|ColorX|{{Template:Material_AlbedoColor2}} | ||
|AlbedoColor3|ColorX| | |AlbedoColor3|ColorX|{{Template:Material_AlbedoColor3}} | ||
|AlbedoTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv11=true| | |AlbedoTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv11=true|{{Template:Material_AlbedoTexture}} | ||
|EmissiveColor0|ColorX| | |EmissiveColor0|ColorX|{{Template:Material_EmissiveColor0}} | ||
|EmissiveColor1|ColorX| | |EmissiveColor1|ColorX|{{Template:Material_EmissiveColor1}} | ||
|EmissiveColor2|ColorX| | |EmissiveColor2|ColorX|{{Template:Material_EmissiveColor2}} | ||
|EmissiveColor3|ColorX| | |EmissiveColor3|ColorX|{{Template:Material_EmissiveColor3}} | ||
|EmissiveMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv16=true| | |EmissiveMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv16=true|{{Template:Material_EmissiveMap}} | ||
|NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv17=true| | |NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv17=true|{{Template:Material_NormalMap}} | ||
|NormalScale|Float| | |NormalScale|Float|{{Template:Material_NormalScale}} | ||
|OcclusionMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv19=true| | |OcclusionMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv19=true|{{Template:Material_OcclusionMap}} | ||
|Transparent|Bool| | |Transparent|Bool|{{Template:Material_Transparent}} | ||
|ForceZWrite|Bool| | |ForceZWrite|Bool|{{Template:Material_ForceZWrite}} | ||
|OffsetFactor|Float| | |OffsetFactor|Float|{{Material_OffsetFactor_Desc}} | ||
|OffsetUnits|Float| | |OffsetUnits|Float|{{Material_OffsetUnits_Desc}} | ||
|RenderQueue|Int| | |RenderQueue|Int|{{Material_RenderQueue_Desc}} | ||
|Metallic|Float| | |Metallic|Float|{{Material_Metallic_Desc}} | ||
|Smoothness|Float| | |Smoothness|Float|{{Material_Smoothness_Desc}} | ||
|MetallicMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv27=true| | |MetallicMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv27=true|{{Template:Material_MetallicMap}} | ||
|_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv28=true| | |_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv28=true|{{Template:Material__regular}} | ||
|_transparent|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv29=true| | |_transparent|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv29=true|{{Template:Material__transparent}} | ||
|_zwrite|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv30=true| | |_zwrite|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv30=true|{{Template:Material__zwrite}} | ||
}} | }} | ||
== Usage == | == Usage == | ||
< | The <code>ColorMask</code> texture is a [[color mask]] that gets mapped to the four albedo/emissive channels to change individual tints for certain parts of the material. Other fields work as described on the [[Component:PBS_Metallic|PBS_Metallic]] material. | ||
== Examples == | == Examples == | ||
== See Also == | |||
== | |||
* [[Color masks]] | |||
[[ | * [[Component:PBS_ColorMaskSpecular]] | ||
[[Category:Components{{#translation:}}|PBS Color Mask Metallic]] | [[Category:Components{{#translation:}}|PBS Color Mask Metallic]] | ||
[[Category:Components:Assets:Materials:PBS{{#translation:}}|PBS Color Mask Metallic]] | [[Category:Components:Assets:Materials:PBS{{#translation:}}|PBS Color Mask Metallic]] | ||
[[Category:Materials:PBS{{#translation:}}|PBS Color Mask Metallic]] | [[Category:Materials:PBS{{#translation:}}|PBS Color Mask Metallic]] | ||
[[Category:Materials{{#translation:}}|PBS Color Mask Metallic]] | [[Category:Materials{{#translation:}}|PBS Color Mask Metallic]] |
Latest revision as of 20:43, 29 June 2025
Component image 
PBS_ColorMaskMetallic component as seen in the Scene Inspector

The PBS_ColorMaskMetallic material is a metallic material that allows for four distinct colors to be used separately or mixed in on different areas of the surface based on an image map.
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. |
_shader
|
Shader | Internal. |
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. |
ColorMaskScale
|
Float2 | The UV scaling of the color mask texture. |
ColorMaskOffset
|
Float2 | The UV offset of the color mask texture. |
ColorMask
|
ITexture2D | What colors behind the material should make it through the filter. |
AlbedoColor0
|
ColorX | The color tint of Texture0 .
|
AlbedoColor1
|
ColorX | The color tint of Texture1 .
|
AlbedoColor2
|
ColorX | The color to use for spots where B is on ColorMask
|
AlbedoColor3
|
ColorX | The color to use for spots where A is on ColorMask
|
AlbedoTexture
|
ITexture2D | The texture to use as the color of the surface. |
EmissiveColor0
|
ColorX | The emissive texture tint for texture 0. |
EmissiveColor1
|
ColorX | The emissive texture tint for texture 1. |
EmissiveColor2
|
ColorX | The color to use for spots where B is on AlbedoTexture
|
EmissiveColor3
|
ColorX | The color to use for spots where A is on AlbedoTexture
|
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. |
Transparent
|
Bool | Whether this should render transparent |
ForceZWrite
|
Bool | Whether to enforce writing to the Z-buffer. |
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. |
_zwrite
|
Shader | Shader, internal. |
Usage
The ColorMask
texture is a color mask that gets mapped to the four albedo/emissive channels to change individual tints for certain parts of the material. Other fields work as described on the PBS_Metallic material.