Component:PBS SliceMetallic: Difference between revisions

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== Fields ==
== Fields ==
{{Table ComponentFields
{{Table ComponentFields
|HighPriorityIntegration|Bool|
|HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}}
|TextureScale|Float2|
|TextureScale|Float2|
|TextureOffset|Float2|
|TextureOffset|Float2|
Line 34: Line 34:
|DetailNormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv15=true|
|DetailNormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv15=true|
|DetailNormalScale|Float|
|DetailNormalScale|Float|
|Culling|Culling|
|Culling|Culling| {{Template:Material_Culling_Desc}}
|HideSlicers|Bool|
|HideSlicers|Bool| {{Template:MaterialSlice_HideSlicers_Desc}}
|Slicers|{{RootFieldType|SyncList`1|[[Type:Slicer|Slicer]]}}|TypeAdv19=true|
|Slicers|{{RootFieldType|SyncList`1|[[Type:Slicer|Slicer]]}}|TypeAdv19=true|
|LocalSpace|Bool|
|LocalSpace|Bool|
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|_useAlphaClip|Bool|
|_useAlphaClip|Bool|
|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}}
|Metallic|Float|
|Metallic|Float|
|Smoothness|Float|
|Smoothness|Float|
|MetallicMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv31=true|
|MetallicMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv31=true|
|_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv32=true|
|_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv32=true| Internal.
|_transparent|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv33=true|
|_transparent|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv33=true| Internal.
}}
}}


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== Related Components ==
== See Also ==
</translate>
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[[Category:ComponentStubs]]
[[Category:ComponentStubs]]

Latest revision as of 17:46, 26 January 2025


This article or section is a Stub. You can help the Resonite Wiki by expanding it.


Component image 
PBS Slice Metallic component as seen in the Scene Inspector


A PBS Slice (Metallic & Specular) shader:

  • Supports up to 8 plane slicers, cutting a mesh
  • Supports slice fade effect along the edge (albedo & emissive)
  • Is dual-sided, rendering interior (mesh will look as a shell though)
  • Adds a GenericSlicer component, which allows to set the slicing plane visually. To create/edit the material, click "Create Slicer" in the 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. 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
TextureOffset Float2
AlbedoColor ColorX
EdgeColor ColorX
AlbedoTexture ITexture2D
EmissiveColor ColorX
EdgeEmissiveColor ColorX
EmissiveMap ITexture2D
NormalMap ITexture2D
NormalScale Float
OcclusionMap ITexture2D
DetailTextureScale Float2
DetailTextureOffset Float2
DetailAlbedoTexture ITexture2D
DetailNormalMap ITexture2D
DetailNormalScale Float
Culling Culling Whether to show the material on the front, back, or both sides
HideSlicers Bool Whether to hide the visuals of the planes for the different slicers.
Slicers list of Slicer
LocalSpace Bool
EdgeTransitionStart Float
EdgeTransitionEnd Float
AlphaHandling AlphaHandling
_useAlphaClip Bool
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
Metallic Float
Smoothness Float
MetallicMap ITexture2D
_regular Shader Internal.
_transparent Shader Internal.

Usage

Examples

See Also