Component:PBSLerpSpecular: Difference between revisions

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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|
|Lerp|Float|
|Lerp|Float|
Line 36: Line 36:
|OcclusionMap0|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv23=true|
|OcclusionMap0|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv23=true|
|OcclusionMap1|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv24=true|
|OcclusionMap1|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv24=true|
|BlendMode|BlendMode|
|BlendMode|BlendMode|{{Template:Material_BlendMode_Desc}}
|AlphaCutoff|Float|
|AlphaCutoff|Float|
|ZWrite|ZWrite|
|ZWrite|ZWrite|{{Template:Material_ZWrite_Desc}}
|ZTest|ZTest|
|ZTest|ZTest|{{Template:Material_ZTest_Desc}}
|Culling|Culling|
|Culling|Culling|
|OffsetFactor|Float|
|OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}}
|OffsetUnits|Float|
|OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}}
|RenderQueue|Int|
|RenderQueue|Int|{{Template:Material_RenderQueue_Desc}}
|SpecularColor0|ColorX|
|SpecularColor0|ColorX|
|SpecularColor1|ColorX|
|SpecularColor1|ColorX|

Latest revision as of 00:50, 14 November 2024


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Component image 
PBSLerp Specular component as seen in the Scene 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.
_shader Shader
Lerp Float
LerpTexture ITexture2D
LerpTextureScale Float2
LerpTextureOffset Float2
Texture0Scale Float2
Texture0Offset Float2
Texture1Scale Float2
Texture1Offset Float2
AlbedoColor0 ColorX
AlbedoColor1 ColorX
AlbedoTexture0 ITexture2D
AlbedoTexture1 ITexture2D
EmissiveColor0 ColorX
EmissiveColor1 ColorX
EmissiveMap0 ITexture2D
EmissiveMap1 ITexture2D
NormalMap0 ITexture2D
NormalMap1 ITexture2D
NormalScale0 Float
NormalScale1 Float
MultiValue Bool
OcclusionMap0 ITexture2D
OcclusionMap1 ITexture2D
BlendMode BlendMode How to blend this material's colors vs what it rendered on top of.
AlphaCutoff Float
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
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
SpecularColor0 ColorX
SpecularColor1 ColorX
SpecularMap0 ITexture2D
SpecularMap1 ITexture2D

Usage

Examples

Related Components