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|Name=PBS Multi UV Metallic | |Name=PBS Multi UV Metallic | ||
}} | }} | ||
The '''PBS_MultiUVMetallic''' component is used as a material that can stack two different sets of material data except for shine maps. This material however cannot render in cutout or transparent properly, and always appears opaque, which is a bug. | |||
<!--T:2--> | <!--T:2--> | ||
== 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}} | ||
|AlbedoScale|Float2| | |AlbedoScale|Float2|{{Template:Material_AlbedoScale}} | ||
|AlbedoOffset|Float2| | |AlbedoOffset|Float2|{{Template:Material_AlbedoOffset}} | ||
|AlbedoUV|Int| | |AlbedoUV|Int|{{Template:Material_AlbedoUV}} | ||
|EmissionMapScale|Float2| | |EmissionMapScale|Float2|{{Template:Material_EmissionMapScale}} | ||
|EmissionMapOffset|Float2| | |EmissionMapOffset|Float2|{{Template:Material_EmissionMapOffset}} | ||
|EmissionMapUV|Int| | |EmissionMapUV|Int|{{Template:Material_EmissionMapUV}} | ||
|NormalMapScale|Float2| | |NormalMapScale|Float2|{{Template:Material_NormalMapScale}} | ||
|NormalMapOffset|Float2| | |NormalMapOffset|Float2|{{Template:Material_NormalMapOffset}} | ||
|NormalMapUV|Int| | |NormalMapUV|Int|{{Template:Material_NormalMapUV}} | ||
|OcclusionMapScale|Float2| | |OcclusionMapScale|Float2|{{Template:Material_OcclusionMapScale}} | ||
|OcclusionMapOffset|Float2| | |OcclusionMapOffset|Float2|{{Template:Material_OcclusionMapOffset}} | ||
|OcclusionMapUV|Int| | |OcclusionMapUV|Int|{{Template:Material_OcclusionMapUV}} | ||
|SecondaryAlbedoScale|Float2| | |SecondaryAlbedoScale|Float2|{{Template:Material_SecondaryAlbedoScale}} | ||
|SecondaryAlbedoOffset|Float2| | |SecondaryAlbedoOffset|Float2|{{Template:Material_SecondaryAlbedoOffset}} | ||
|SecondaryAlbedoUV|Int| | |SecondaryAlbedoUV|Int|{{Template:Material_SecondaryAlbedoUV}} | ||
|SecondaryEmissionMapScale|Float2| | |SecondaryEmissionMapScale|Float2|{{Template:Material_SecondaryEmissionMapScale}} | ||
|SecondaryEmissionMapOffset|Float2| | |SecondaryEmissionMapOffset|Float2|{{Template:Material_SecondaryEmissionMapOffset}} | ||
|SecondaryEmissionMapUV|Int| | |SecondaryEmissionMapUV|Int|{{Template:Material_SecondaryEmissionMapUV}} | ||
|AlbedoColor|ColorX| | |AlbedoColor|ColorX|{{Template:Material_AlbedoColor}} | ||
|AlbedoTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv21=true| | |AlbedoTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv21=true|{{Template:Material_AlbedoTexture}} | ||
|EmissiveColor|ColorX| | |EmissiveColor|ColorX|{{Template:Material_EmissiveColor}} | ||
|EmissiveMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv23=true| | |EmissiveMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv23=true|{{Template:Material_EmissiveMap}} | ||
|NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv24=true| | |NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv24=true|{{Template:Material_NormalMap}} | ||
|NormalScale|Float| | |NormalScale|Float|{{Template:Material_NormalScale}} | ||
|OcclusionMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv26=true| | |OcclusionMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv26=true|{{Template:Material_OcclusionMap}} | ||
|SecondaryAlbedoTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv27=true| | |SecondaryAlbedoTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv27=true|{{Template:Material_SecondaryAlbedoTexture}} | ||
|SecondaryEmissiveColor|ColorX| | |SecondaryEmissiveColor|ColorX|{{Template:Material_SecondaryEmissiveColor}} | ||
|SecondaryEmissiveMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv29=true| | |SecondaryEmissiveMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv29=true|{{Template:Material_SecondaryEmissiveMap}} | ||
|Culling|Culling| | |Culling|Culling| {{Template:Material_Culling_Desc}} | ||
|AlphaHandling|AlphaHandling| | |AlphaHandling|AlphaHandling|{{Template:Material_AlphaHandling}} | ||
|AlphaClip|Float| | |AlphaClip|Float|{{Template:Material_AlphaClip}} | ||
|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}} | ||
|Smoothness|Float| | |Smoothness|Float|{{Template:Material_Smoothness}} | ||
|MetallicMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv38=true| | |MetallicMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv38=true|{{Template:Material_MetallicMap}} | ||
|MetallicMapScale|Float2| | |MetallicMapScale|Float2|{{Template:Material_MetallicMapScale}} | ||
|MetallicMapOffset|Float2| | |MetallicMapOffset|Float2|{{Template:Material_MetallicMapOffset}} | ||
|MetallicMapUV|Int| | |MetallicMapUV|Int|{{Template:Material_MetallicMapUV}} | ||
}} | }} | ||
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<!--T:5--> | <!--T:5--> | ||
== | == See Also == | ||
</translate> | </translate> | ||
[[Category:Components{{#translation:}}|PBS Multi UV Metallic]] | [[Category:Components{{#translation:}}|PBS Multi UV Metallic]] | ||
[[Category:Materials:PBS{{#translation:}}|PBS Multi UV Metallic]] | [[Category:Materials:PBS{{#translation:}}|PBS Multi UV Metallic]] | ||
[[Category:Materials{{#translation:}}|PBS Multi UV Metallic]] | [[Category:Materials{{#translation:}}|PBS Multi UV Metallic]] | ||
[[Category:Components:Assets:Materials:PBS{{#translation:}}|PBS Multi UV Metallic]] | [[Category:Components:Assets:Materials:PBS{{#translation:}}|PBS Multi UV Metallic]] |
Latest revision as of 19:10, 2 July 2025
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Component image 
PBS Multi UV Metallic component as seen in the Scene Inspector

The PBS_MultiUVMetallic component is used as a material that can stack two different sets of material data except for shine maps. This material however cannot render in cutout or transparent properly, and always appears opaque, which is a bug.
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. |
AlbedoScale
|
Float2 | How much to scale up or down the albedo texture maps. |
AlbedoOffset
|
Float2 | How much to push around the position of the albedo texture maps. |
AlbedoUV
|
Int | The UV map index Albedo map should use. |
EmissionMapScale
|
Float2 | The UV scaling of the emission texture. |
EmissionMapOffset
|
Float2 | The UV offset of the emission texture. |
EmissionMapUV
|
Int | What UV map data index the emission map can use |
NormalMapScale
|
Float2 | The UV scaling of the normal map texture. |
NormalMapOffset
|
Float2 | The UV offset of the normal texture. |
NormalMapUV
|
Int | What UV Map data index on the mesh the normal maps should use. |
OcclusionMapScale
|
Float2 | The UV scale of OcclusionMap
|
OcclusionMapOffset
|
Float2 | The UV offset of OcclusionMap .
|
OcclusionMapUV
|
Int | What UV map data index in the mesh data the occlusion maps should use. |
SecondaryAlbedoScale
|
Float2 | The amount to scale up or down the UV of the secondary albedo texture map. |
SecondaryAlbedoOffset
|
Float2 | How much to push around or position the UV of the secondary albedo texture. |
SecondaryAlbedoUV
|
Int | The UV map to use for the secondary albedo texture on this material. |
SecondaryEmissionMapScale
|
Float2 | The scaling of the UV maps on the second emissive map for this material. |
SecondaryEmissionMapOffset
|
Float2 | The offset or positioning of the UVs for the secondary emission map of this material. |
SecondaryEmissionMapUV
|
Int | The UV map index to use for mesh UV data for this material's secondary emission map. |
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. |
SecondaryAlbedoTexture
|
ITexture2D | The texture image to use for the secondary albedo map for this material. This determines a multiplicative secondary base color texture. |
SecondaryEmissiveColor
|
ColorX | The emissive color tint (multiplicative) for the secondary emission map for this material. |
SecondaryEmissiveMap
|
ITexture2D | The secondary multiplicative emission map texture for this material. |
Culling
|
Culling | Whether to show the material on the front, back, or both sides |
AlphaHandling
|
AlphaHandling | How to handle alpha values in pixels on the AlbedoTexture .
|
AlphaClip
|
Float | Any alpha value below this amount is not rendered for any given pixel when cutout is enabled. |
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 | The metallicness of the material in the absence of the metallic+reflectiveness image map. |
Smoothness
|
Float | The Smoothness value in the absence of the Metallic+Smoothness image map. |
MetallicMap
|
ITexture2D | Metallic Maps |
MetallicMapScale
|
Float2 | The scale up or down factor of the UVs for the Metallic map on this material. |
MetallicMapOffset
|
Float2 | The position or offset for UVs for the Metallic map for this material. |
MetallicMapUV
|
Int | The UV map index to get UV data from for the mesh this material is using for the Metallic map. |