m 989onan moved page PBSLerpMetallic to Component:PBSLerpMetallic |
989onan bot (talk | contribs) Automated: update '_shader' description,'Lerp' description,'LerpTexture' description,'LerpTextureScale' description,'LerpTextureOffset' description,'Texture0Scale' description,'Texture0Offset' description,'Texture1Scale' description,'Texture1Offset' description,'AlbedoColor0' description,'AlbedoColor1' description,'AlbedoTexture0' description,'AlbedoTexture1' description,'EmissiveColor0' description,'EmissiveColor1' description,'EmissiveMap0' description,'EmissiveMap1' description,'NormalMap0... |
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{{Infobox Component | {{Infobox Component | ||
|Image=PBSLerpMetallicComponent.png | |Image=PBSLerpMetallicComponent.png | ||
|Name= | |Name=PBS Lerp Metallic | ||
}} | }} | ||
The '''PBSLerpMetallic''' component also known as {{Template:LerpMaterialSynonyms}}. Is a material that can switch textures and texture sets. | |||
If you want to switch between more than two sets of textures, please see [[Component:MultiTextureFader]]. | |||
To see detailed info on the textures not unique to this material like albedo and metallic, please see [[Component:PBS_Metallic]]. | |||
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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}} | ||
|Lerp|Float| | |Lerp|Float|{{Template:Material_Lerp}} | ||
|LerpTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv3=true| | |LerpTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv3=true|{{Template:Material_LerpTexture}} | ||
|LerpTextureScale|Float2| | |LerpTextureScale|Float2|{{Template:Material_LerpTextureScale}} | ||
|LerpTextureOffset|Float2| | |LerpTextureOffset|Float2|{{Template:Material_LerpTextureOffset}} | ||
|Texture0Scale|Float2| | |Texture0Scale|Float2|{{Template:Material_Texture0Scale}} | ||
|Texture0Offset|Float2| | |Texture0Offset|Float2|{{Template:Material_Texture0Offset}} | ||
|Texture1Scale|Float2| | |Texture1Scale|Float2|{{Template:Material_Texture1Scale}} | ||
|Texture1Offset|Float2| | |Texture1Offset|Float2|{{Template:Material_Texture1Offset}} | ||
|AlbedoColor0|ColorX| | |AlbedoColor0|ColorX|{{Template:Material_AlbedoColor0}} | ||
|AlbedoColor1|ColorX| | |AlbedoColor1|ColorX|{{Template:Material_AlbedoColor1}} | ||
|AlbedoTexture0|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv12=true| | |AlbedoTexture0|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv12=true|{{Template:Material_AlbedoTexture0}} | ||
|AlbedoTexture1|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv13=true| | |AlbedoTexture1|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv13=true|{{Template:Material_AlbedoTexture1}} | ||
|EmissiveColor0|ColorX| | |EmissiveColor0|ColorX|{{Template:Material_EmissiveColor0}} | ||
|EmissiveColor1|ColorX| | |EmissiveColor1|ColorX|{{Template:Material_EmissiveColor1}} | ||
|EmissiveMap0|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv16=true| | |EmissiveMap0|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv16=true|{{Template:Material_EmissiveMap0}} | ||
|EmissiveMap1|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv17=true| | |EmissiveMap1|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv17=true|{{Template:Material_EmissiveMap1}} | ||
|NormalMap0|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv18=true| | |NormalMap0|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv18=true|{{Template:Material_NormalMap0}} | ||
|NormalMap1|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv19=true| | |NormalMap1|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv19=true|{{Template:Material_NormalMap1}} | ||
|NormalScale0|Float| | |NormalScale0|Float|{{Template:Material_NormalScale0}} | ||
|NormalScale1|Float| | |NormalScale1|Float|{{Template:Material_NormalScale1}} | ||
|MultiValue|Bool| | |MultiValue|Bool| {{Template:Material_MultiValue_Desc}} | ||
|OcclusionMap0|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv23=true| | |OcclusionMap0|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv23=true|{{Template:Material_OcclusionMap0}} | ||
|OcclusionMap1|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv24=true| | |OcclusionMap1|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv24=true|{{Template:Material_OcclusionMap1}} | ||
|BlendMode|BlendMode| | |BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}} | ||
|AlphaCutoff|Float| | |AlphaCutoff|Float| {{Template:Material_AlphaCutoff_Desc}} | ||
|ZWrite|ZWrite| | |ZWrite|ZWrite|{{Template:Material_ZWrite_Desc}} | ||
|ZTest|ZTest| | |ZTest|ZTest|{{Template:Material_ZTest_Desc}} | ||
|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}} | ||
|Metallic0|Float| | |Metallic0|Float|{{Template:Material_Metallic0}} | ||
|Metallic1|Float| | |Metallic1|Float|{{Template:Material_Metallic1}} | ||
|Smoothness0|Float| | |Smoothness0|Float|{{Template:Material_Smoothness0}} | ||
|Smoothness1|Float| | |Smoothness1|Float|{{Template:Material_Smoothness1}} | ||
|MetallicMap0|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv37=true| | |MetallicMap0|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv37=true|{{Template:Material_MetallicMap0}} | ||
|MetallicMap1|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv38=true| | |MetallicMap1|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv38=true|{{Template:Material_MetallicMap1}} | ||
}} | }} | ||
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== Usage == | == Usage == | ||
{{stub}} | |||
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== Examples == | == Examples == | ||
{{stub}} | |||
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== | == See Also == | ||
* [[Component:PBSLerpSpecular]] | |||
* [[Component:MultiTextureFader]] | |||
* [[Component:PBS_Metallic]] | |||
</translate> | </translate> | ||
[[Category:Components{{#translation:}}|PBSLerp Metallic]] | [[Category:Components{{#translation:}}|PBSLerp Metallic]] | ||
[[Category:Components:Assets:Materials:PBS{{#translation:}}|PBSLerp Metallic]] | [[Category:Components:Assets:Materials:PBS{{#translation:}}|PBSLerp Metallic]] | ||
[[Category:Materials:PBS{{#translation:}}|PBSLerp Metallic]] | [[Category:Materials:PBS{{#translation:}}|PBSLerp Metallic]] | ||
[[Category:Materials{{#translation:}}|PBSLerp Metallic]] | [[Category:Materials{{#translation:}}|PBSLerp Metallic]] |
Latest revision as of 20:43, 29 June 2025
Component image 
PBS Lerp Metallic component as seen in the Scene Inspector

The PBSLerpMetallic component also known as Lerping Material, lerp material, fading material, transitioning material, blending material, changing material. Is a material that can switch textures and texture sets.
If you want to switch between more than two sets of textures, please see Component:MultiTextureFader.
To see detailed info on the textures not unique to this material like albedo and metallic, please see Component:PBS_Metallic.
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. |
Lerp
|
Float | The value to use to transition between the first and second texture and value sets in absence of LerpTexture .
|
LerpTexture
|
ITexture2D | The texture to use to blend linearly between the first and second texture and value sets. |
LerpTextureScale
|
Float2 | The UV scale of the lerp texture. |
LerpTextureOffset
|
Float2 | The UV offset of the lerp texture. |
Texture0Scale
|
Float2 | The size of the Texture0 on the surface.
|
Texture0Offset
|
Float2 | The offset of the Texture0 on the surface.
|
Texture1Scale
|
Float2 | The size of the Texture1 on the surface.
|
Texture1Offset
|
Float2 | The offset of the Texture1 on the surface.
|
AlbedoColor0
|
ColorX | The color tint of Texture0 .
|
AlbedoColor1
|
ColorX | The color tint of Texture1 .
|
AlbedoTexture0
|
ITexture2D | Texture 0 for albedo. |
AlbedoTexture1
|
ITexture2D | Texture 1 for albedo. |
EmissiveColor0
|
ColorX | The emissive texture tint for texture 0. |
EmissiveColor1
|
ColorX | The emissive texture tint for texture 1. |
EmissiveMap0
|
ITexture2D | The texture 0 for emissive. |
EmissiveMap1
|
ITexture2D | The texture 1 for emissive. |
NormalMap0
|
ITexture2D | The normal map for the first lerp texture set. |
NormalMap1
|
ITexture2D | The normal map for the second lerp texture set. |
NormalScale0
|
Float | The normal scale for normal 0. |
NormalScale1
|
Float | The normal scale for normal 1. |
MultiValue
|
Bool | Multiplies the constant value versions of packed texture information with the corrosponding channel of the packed image. |
OcclusionMap0
|
ITexture2D | The occlusion map for texture 0. |
OcclusionMap1
|
ITexture2D | The occlusion map for texture 1. |
BlendMode
|
BlendMode | How to blend this material's colors vs what it rendered on top of. |
AlphaCutoff
|
Float | The minimum threshold for alpha which before this value it will be not rendered for that pixel. |
ZWrite
|
ZWrite | whether this material should respect the distance it is from the camera. |
ZTest
|
ZTest | Determines whether this object should render when it is in front of or behind other objects that respect depth from the camera |
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 |
Metallic0
|
Float | The metallicness for set 0 when a texture is not provided for set 0. |
Metallic1
|
Float | The metallicness for set 1 when a texture is not provided for set 1. |
Smoothness0
|
Float | The smoothness for set 0 when a texture is not provided for set 0. |
Smoothness1
|
Float | The smoothness for set 1 when a texture is not provided for set 1. |
MetallicMap0
|
ITexture2D | The Metallic map for texture set 0. |
MetallicMap1
|
ITexture2D | The Metallic map for texture set 1. |
Usage
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Examples
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