Component:PBS SliceSpecular: 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 44: Line 44:
|_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}}
|SpecularColor|ColorX|
|SpecularColor|ColorX|
|SpecularMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv30=true|
|SpecularMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv30=true|

Latest revision as of 00:01, 14 November 2024


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Component image 
PBS Slice Specular 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.
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
HideSlicers Bool
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
SpecularColor ColorX
SpecularMap ITexture2D
_regular Shader
_transparent Shader

Usage

Examples

Related Components