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|Name=PBS Vertex Color Metallic | |Name=PBS Vertex Color Metallic | ||
}} | }} | ||
The '''PBS_VertexColorMetallic''' component is a [[Component:PBS_Metallic]] component except that it allows for the use of vertex colors as a multiplier for different colors/properties of the material. | |||
For your meshes to have vertex colors, it needs to be explicitly set to do so under the advanced settings when importing a model before clicking "run import!" | |||
<!--T:2--> | <!--T:2--> | ||
== 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}} | ||
|VertexColorInterpolationSpace|ColorProfile| | |VertexColorInterpolationSpace|ColorProfile|{{Template:Material_VertexColorInterpolationSpace}} | ||
|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]]}}|TypeAdv19=true| | |MetallicMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv19=true|{{Template:Material_MetallicMap}} | ||
|VertexColorTarget|'''[[#ColorTarget|ColorTarget]]'''|TypeAdv20=true| | |VertexColorTarget|'''[[#ColorTarget|ColorTarget]]'''|TypeAdv20=true|{{Template:Material_VertexColorTarget}} | ||
|_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv21=true| | |_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv21=true|{{Template:Material__regular}} | ||
|_transparent|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv22=true| | |_transparent|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv22=true|{{Template:Material__transparent}} | ||
|_transparentFront|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv23=true| | |_transparentFront|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv23=true|{{Template:Material__transparentFront}} | ||
}} | }} | ||
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== ColorTarget == | == ColorTarget == | ||
{{Table EnumValues | {{Table EnumValues | ||
|Albedo|0| | |Albedo|0| Vertex colors should be applied as a multiplier to the material's albedo/color look. | ||
|Emissive|1| | |Emissive|1| Vertex colors should be applied as a multiplier to the material's emission/glow look. | ||
|Metallic|2| | |Metallic|2| Vertex colors should be applied as a multiplier to the material's metallic/smoothness look. | ||
}} | }} | ||
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== | == See Also == | ||
</translate> | </translate> | ||
[[Category:Components{{#translation:}}|PBS Vertex Color Metallic]] | [[Category:Components{{#translation:}}|PBS Vertex Color Metallic]] | ||
[[Category:Components:Assets:Materials:PBS{{#translation:}}|PBS Vertex Color Metallic]] | [[Category:Components:Assets:Materials:PBS{{#translation:}}|PBS Vertex Color Metallic]] |
Latest revision as of 14:27, 7 July 2025
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Component image 
PBS Vertex Color Metallic component as seen in the Scene Inspector

The PBS_VertexColorMetallic component is a Component:PBS_Metallic component except that it allows for the use of vertex colors as a multiplier for different colors/properties of the material.
For your meshes to have vertex colors, it needs to be explicitly set to do so under the advanced settings when importing a model before clicking "run import!"
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. |
VertexColorInterpolationSpace
|
ColorProfile | How to interpolate vertex colors on the mesh. |
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 |
VertexColorTarget
|
ColorTarget | The material map type that vertex colors should be applied to. |
_regular
|
Shader | Internal. |
_transparent
|
Shader | Shader, Internal. |
_transparentFront
|
Shader | internal, shader. |
Usage
ColorTarget
Name | Value | Description |
---|---|---|
Albedo
|
0 | Vertex colors should be applied as a multiplier to the material's albedo/color look. |
Emissive
|
1 | Vertex colors should be applied as a multiplier to the material's emission/glow look. |
Metallic
|
2 | Vertex colors should be applied as a multiplier to the material's metallic/smoothness look. |