Component:PBS StencilMaterialSpecular: Difference between revisions

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|Name=PBS Stencil Material Specular
|Name=PBS Stencil Material Specular
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The '''PBS_StencilMaterialSpecular''' component is used as a material for meshes to make them render differently when in front of other stencil materials. This material renders black when unable to render, rather than render nothing. This is most likely a bug.
See [[Stencil]]s.


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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}}
|ColorMask|ColorMask|
|ColorMask|ColorMask|{{Template:Material_ColorMask}}
|StencilComparison|StencilComparison|
|StencilComparison|StencilComparison|{{Template:Material_StencilComparison_Desc}}
|StencilOperation|StencilOperation|
|StencilOperation|StencilOperation|{{Template:Material_StencilOperation_Desc}}
|StencilID|Byte|
|StencilID|Byte|{{Template:Material_StencilID_Desc}}
|StencilWriteMask|Byte|
|StencilWriteMask|Byte|{{Template:Material_StencilWriteMask_Desc}}
|StencilReadMask|Byte|
|StencilReadMask|Byte|{{Template:Material_StencilReadMask_Desc}}
|OffsetFactor|Float|
|OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}}
|OffsetUnits|Float|
|OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}}
|RenderQueue|Int|
|RenderQueue|Int|{{Template:Material_RenderQueue_Desc}}
|__rectDummy|Rect|
|__rectDummy|Rect|{{Template:Material___rectDummy}}
|__rectClipDummy|Bool|
|__rectClipDummy|Bool|{{Template:Material___rectClipDummy}}
|SpecularColor|ColorX|
|SpecularColor|ColorX|{{Template:Material_SpecularColor}}
|SpecularMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv22=true|
|SpecularMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv22=true|{{Template:Material_SpecularMap}}
|_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv23=true|
|_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv23=true|{{Template:Material__regular}}
}}
}}


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== Related Components ==
== See Also ==
</translate>
</translate>
[[Category:ComponentStubs]]
[[Category:Components{{#translation:}}|PBS Stencil Material Specular]]
[[Category:Components{{#translation:}}|PBS Stencil Material Specular]]
[[Category:Components:Assets:Materials:PBS{{#translation:}}|PBS Stencil Material Specular]]
[[Category:Components:Assets:Materials:PBS{{#translation:}}|PBS Stencil Material Specular]]
[[Category:Materials:PBS{{#translation:}}|PBS Stencil Material Specular]]
[[Category:Materials:PBS{{#translation:}}|PBS Stencil Material Specular]]
[[Category:Materials{{#translation:}}|PBS Stencil Material Specular]]
[[Category:Materials{{#translation:}}|PBS Stencil Material Specular]]

Latest revision as of 14:24, 7 July 2025


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Component image 
PBS Stencil Material Specular component as seen in the Scene Inspector

The PBS_StencilMaterialSpecular component is used as a material for meshes to make them render differently when in front of other stencil materials. This material renders black when unable to render, rather than render nothing. This is most likely a bug.

See Stencils.

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 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.
ColorMask ColorMask What colors behind the material should make it through the filter.
StencilComparison StencilComparison See Type:StencilComparison for an in depth explanation on what this does.
StencilOperation StencilOperation See Type:StencilOperation for an in depth explanation on what this does.
StencilID Byte The Stencil ID of this material. This is sometimes written to the frame buffer's Stencil mask, or used to determine whether this material should render for a particular pixel.
StencilWriteMask Byte does a Bitwise AND with this number for every pixel in the frame buffer this is rendering on top of when this object is drawn, after reading from the buffer.
StencilReadMask Byte is bitwise ANDed with the Stencil in the frame buffer before the test compares them.
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
__rectDummy Rect currently does nothing
__rectClipDummy Bool currently does nothing
SpecularColor ColorX Specular Tint. Behaves like PBS Specular Tinting
SpecularMap ITexture2D Specular Maps
_regular Shader Internal.

Usage

Examples

See Also