Component:PBS MultiUV Specular: Difference between revisions

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Automated: update 'StencilComparison' description,'StencilOperation' description,'StencilID' description,'StencilWriteMask' description,'StencilReadMask' description,'RenderQueue' description,'BlendMode' description,'Sidedness' description,'ZWrite' description,'ZTest' description,'OffsetFactor' description,'OffsetUnits' description,
 
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== 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|
|AlbedoScale|Float2|
|AlbedoScale|Float2|
Line 44: Line 44:
|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]]}}|TypeAdv37=true|
|SpecularMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv37=true|

Latest revision as of 00:01, 14 November 2024


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Component image 
PBS Multi UV 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.
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
AlbedoScale Float2
AlbedoOffset Float2
AlbedoUV Int
EmissionMapScale Float2
EmissionMapOffset Float2
EmissionMapUV Int
NormalMapScale Float2
NormalMapOffset Float2
NormalMapUV Int
OcclusionMapScale Float2
OcclusionMapOffset Float2
OcclusionMapUV Int
SecondaryAlbedoScale Float2
SecondaryAlbedoOffset Float2
SecondaryAlbedoUV Int
SecondaryEmissionMapScale Float2
SecondaryEmissionMapOffset Float2
SecondaryEmissionMapUV Int
AlbedoColor ColorX
AlbedoTexture ITexture2D
EmissiveColor ColorX
EmissiveMap ITexture2D
NormalMap ITexture2D
NormalScale Float
OcclusionMap ITexture2D
SecondaryAlbedoTexture ITexture2D
SecondaryEmissiveColor ColorX
SecondaryEmissiveMap ITexture2D
Culling Culling
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
SpecularMapScale Float2
SpecularMapOffset Float2
SpecularMapUV Int

Usage

Examples

Related Components