m 989onan moved page PBS IntersectSpecular to Component:PBS IntersectSpecular |
989onan bot (talk | contribs) Automated: update '_shader' description,'BeginTransitionStart' description,'BeginTransitionEnd' description,'EndTransitionStart' description,'EndTransitionEnd' description,'TextureScale' description,'TextureOffset' description,'AlbedoColor' description,'IntersectAlbedoColor' description,'AlbedoTexture' description,'EmissiveColor' description,'IntersectEmissiveColor' description,'EmissiveMap' description,'NormalMap' description,'NormalScale' description,'OcclusionMap' description,'SpecularColo... |
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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|{{Template:Material__shader}} | ||
|BeginTransitionStart|Float| | |BeginTransitionStart|Float|{{Template:Material_BeginTransitionStart}} | ||
|BeginTransitionEnd|Float| | |BeginTransitionEnd|Float|{{Template:Material_BeginTransitionEnd}} | ||
|EndTransitionStart|Float| | |EndTransitionStart|Float|{{Template:Material_EndTransitionStart}} | ||
|EndTransitionEnd|Float| | |EndTransitionEnd|Float|{{Template:Material_EndTransitionEnd}} | ||
|TextureScale|Float2| | |TextureScale|Float2|{{Template:Material_TextureScale}} | ||
|TextureOffset|Float2| | |TextureOffset|Float2|{{Template:Material_TextureOffset}} | ||
|AlbedoColor|ColorX| | |AlbedoColor|ColorX|{{Template:Material_AlbedoColor}} | ||
|IntersectAlbedoColor|ColorX| | |IntersectAlbedoColor|ColorX|{{Template:Material_IntersectAlbedoColor}} | ||
|AlbedoTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv10=true| | |AlbedoTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv10=true|{{Template:Material_AlbedoTexture}} | ||
|EmissiveColor|ColorX| | |EmissiveColor|ColorX|{{Template:Material_EmissiveColor}} | ||
|IntersectEmissiveColor|ColorX| | |IntersectEmissiveColor|ColorX|{{Template:Material_IntersectEmissiveColor}} | ||
|EmissiveMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv13=true| | |EmissiveMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv13=true|{{Template:Material_EmissiveMap}} | ||
|NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv14=true| | |NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv14=true|{{Template:Material_NormalMap}} | ||
|NormalScale|Float| | |NormalScale|Float|{{Template:Material_NormalScale}} | ||
|OcclusionMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv16=true| | |OcclusionMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv16=true|{{Template:Material_OcclusionMap}} | ||
|Culling|Culling| | |Culling|Culling| {{Template:Material_Culling_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}} | ||
|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}} | ||
}} | }} | ||
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<!--T:5--> | <!--T:5--> | ||
== | == See Also == | ||
</translate> | </translate> | ||
[[Category:ComponentStubs]] | [[Category:ComponentStubs]] |
Latest revision as of 20:44, 29 June 2025
This article or section is a Stub. You can help the Resonite Wiki by expanding it.
Component image 
PBS Intersect Specular component as seen in the Scene Inspector

A PBS Intersect Shader (both metallic & specular variants) renders a glow outline when intersecting with opaque materials (any that write to ZBuffer).
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. |
_shader
|
Shader | Internal. |
BeginTransitionStart
|
Float | Template:Material BeginTransitionStart |
BeginTransitionEnd
|
Float | Template:Material BeginTransitionEnd |
EndTransitionStart
|
Float | Template:Material EndTransitionStart |
EndTransitionEnd
|
Float | Template:Material EndTransitionEnd |
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. |
IntersectAlbedoColor
|
ColorX | Template:Material IntersectAlbedoColor |
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. |
IntersectEmissiveColor
|
ColorX | Template:Material IntersectEmissiveColor |
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. |
Culling
|
Culling | Whether to show the material on the front, back, or both sides |
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 | Specular Tint. Behaves like PBS Specular Tinting |
SpecularMap
|
ITexture2D | Specular Maps |