m 989onan moved page PBS ColorSplatMetallic to Component:PBS ColorSplatMetallic: Misspelled title |
989onan bot (talk | contribs) 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| | ||
|MultiValue|Bool| | |MultiValue|Bool| | ||
Line 51: | Line 51: | ||
|NormalScale3|Float| | |NormalScale3|Float| | ||
|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}} | ||
|Metallic0|Float| | |Metallic0|Float| | ||
|Metallic1|Float| | |Metallic1|Float| |
Latest revision as of 00:01, 14 November 2024
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Component image
A PBS Color Splat (Metallic & Specular) shader:
- Supports 4 textures of each and a color map, where each channel represents contribution from each
- Supports height map blending too for sharper, more defined look
- Is useful for terrains
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 | |
MultiValue
|
Bool | |
ColorMap
|
ITexture2D | |
ColorMapScale
|
Float2 | |
ColorMapOffset
|
Float2 | |
PackedHeightMap
|
ITexture2D | |
HeightTransitionRange
|
Float | |
TextureScale
|
Float2 | |
TextureOffset
|
Float2 | |
AlbedoColor0
|
ColorX | |
AlbedoColor1
|
ColorX | |
AlbedoColor2
|
ColorX | |
AlbedoColor3
|
ColorX | |
AlbedoTexture0
|
ITexture2D | |
AlbedoTexture1
|
ITexture2D | |
AlbedoTexture2
|
ITexture2D | |
AlbedoTexture3
|
ITexture2D | |
EmissiveColor0
|
ColorX | |
EmissiveColor1
|
ColorX | |
EmissiveColor2
|
ColorX | |
EmissiveColor3
|
ColorX | |
EmissiveMap0
|
ITexture2D | |
EmissiveMap1
|
ITexture2D | |
EmissiveMap2
|
ITexture2D | |
EmissiveMap3
|
ITexture2D | |
PackedEmissionMap
|
ITexture2D | |
PackedNormalMap01
|
ITexture2D | |
PackedNormalMap23
|
ITexture2D | |
NormalScale0
|
Float | |
NormalScale1
|
Float | |
NormalScale2
|
Float | |
NormalScale3
|
Float | |
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 |
Metallic0
|
Float | |
Metallic1
|
Float | |
Metallic2
|
Float | |
Metallic3
|
Float | |
Smoothness0
|
Float | |
Smoothness1
|
Float | |
Smoothness2
|
Float | |
Smoothness3
|
Float | |
MetallicMap01
|
ITexture2D | |
MetallicMap23
|
ITexture2D |
Usage
For comprehensive guides see Color Splat Materials.
PackedEmissionMap is greyscale and uses EmissiveColor0-3 Colors.
EmissiveMap0-3 can be used for RGB Emissive Maps.
Referencing a PackedEmissionMap Overrides EmissiveMap0-3 Inputs.
Packed Textures Channel Mappings:
- PackedHeightMap:
- R: HeightMap0 - greyscale
- G: HeightMap1 - greyscale
- B: HeightMap2 - greyscale
- A: HeightMap4 - greyscale
- PackedEmissionMap:
- R: EmissionMap0 - greyscale
- G: EmissionMap1 - greyscale
- B: EmissionMap2 - greyscale
- A: EmissionMap4 - greyscale
- PackedNormalMap01:
- R: NormalMap0 - Red
- G: NormalMap0 - Green
- B: NormalMap1 - Red
- A: NormalMap1 - Green
- PackedNormalMap23:
- R: NormalMap2 - Red
- G: NormalMap2 - Green
- B: NormalMap3 - Red
- A: NormalMap3 - Green
- MetallicMap01:
- R: MetallicMap0 - Red
- G: MetallicMap0 - Alpha
- B: MetallicMap1 - Red
- A: MetallicMap1 - Alpha
- MetallicMap23:
- R: MetallicMap2 - Red
- G: MetallicMap2 - Alpha
- B: MetallicMap3 - Red
- A: MetallicMap3 - Alpha