Component:PBS SliceMetallic: Difference between revisions

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{{Table ComponentFields
{{Table ComponentFields
|HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}}
|HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}}
|TextureScale|Float2|
|TextureScale|Float2|{{Template:Material_TextureScale}}
|TextureOffset|Float2|
|TextureOffset|Float2|{{Template:Material_TextureOffset}}
|AlbedoColor|ColorX|
|AlbedoColor|ColorX|{{Template:Material_AlbedoColor}}
|EdgeColor|ColorX|
|EdgeColor|ColorX|{{Template:Material_EdgeColor}}
|AlbedoTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv5=true|
|AlbedoTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv5=true|{{Template:Material_AlbedoTexture}}
|EmissiveColor|ColorX|
|EmissiveColor|ColorX|{{Template:Material_EmissiveColor}}
|EdgeEmissiveColor|ColorX|
|EdgeEmissiveColor|ColorX|{{Template:Material_EdgeEmissiveColor}}
|EmissiveMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv8=true|
|EmissiveMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv8=true|{{Template:Material_EmissiveMap}}
|NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv9=true|
|NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv9=true|{{Template:Material_NormalMap}}
|NormalScale|Float|
|NormalScale|Float|{{Template:Material_NormalScale}}
|OcclusionMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv11=true|
|OcclusionMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv11=true|{{Template:Material_OcclusionMap}}
|DetailTextureScale|Float2|
|DetailTextureScale|Float2|{{Template:Material_DetailTextureScale}}
|DetailTextureOffset|Float2|
|DetailTextureOffset|Float2|{{Template:Material_DetailTextureOffset}}
|DetailAlbedoTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv14=true|
|DetailAlbedoTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv14=true|{{Template:Material_DetailAlbedoTexture}}
|DetailNormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv15=true|
|DetailNormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv15=true|{{Template:Material_DetailNormalMap}}
|DetailNormalScale|Float|
|DetailNormalScale|Float|{{Template:Material_DetailNormalScale}}
|Culling|Culling|
|Culling|Culling| {{Template:Material_Culling_Desc}}
|HideSlicers|Bool|
|HideSlicers|Bool| {{Template:MaterialSlice_HideSlicers_Desc}}
|Slicers|{{RootFieldType|SyncList`1|[[Type:Slicer|Slicer]]}}|TypeAdv19=true|
|Slicers|{{RootFieldType|SyncList`1|[[Type:Slicer|Slicer]]}}|TypeAdv19=true|{{Template:Material_Slicers}}
|LocalSpace|Bool|
|LocalSpace|Bool|{{Template:Material_LocalSpace}}
|EdgeTransitionStart|Float|
|EdgeTransitionStart|Float|{{Template:Material_EdgeTransitionStart}}
|EdgeTransitionEnd|Float|
|EdgeTransitionEnd|Float|{{Template:Material_EdgeTransitionEnd}}
|AlphaHandling|AlphaHandling|
|AlphaHandling|AlphaHandling|{{Template:Material_AlphaHandling}}
|_useAlphaClip|Bool|
|_useAlphaClip|Bool|{{Template:Material__useAlphaClip}}
|AlphaClip|Float|
|AlphaClip|Float|{{Template:Material_AlphaClip}}
|OffsetFactor|Float|
|OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}}
|OffsetUnits|Float|
|OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}}
|RenderQueue|Int|
|RenderQueue|Int|{{Template:Material_RenderQueue_Desc}}
|Metallic|Float|
|Metallic|Float|{{Template:Material_Metallic}}
|Smoothness|Float|
|Smoothness|Float|{{Template:Material_Smoothness}}
|MetallicMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv31=true|
|MetallicMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv31=true|{{Template:Material_MetallicMap}}
|_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv32=true|
|_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv32=true|{{Template:Material__regular}}
|_transparent|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv33=true|
|_transparent|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv33=true|{{Template:Material__transparent}}
}}
}}


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<!--T:5-->
== Related Components ==
== See Also ==
</translate>
</translate>
[[Category:ComponentStubs]]
[[Category:Components{{#translation:}}|PBS Slice Metallic]]
[[Category:Components{{#translation:}}|PBS Slice Metallic]]
[[Category:Components:Assets:Materials:PBS{{#translation:}}|PBS Slice Metallic]]
[[Category:Components:Assets:Materials:PBS{{#translation:}}|PBS Slice Metallic]]
[[Category:Materials:PBS{{#translation:}}|PBS Slice Metallic]]
[[Category:Materials:PBS{{#translation:}}|PBS Slice Metallic]]
[[Category:Materials{{#translation:}}|PBS Slice Metallic]]
[[Category:Materials{{#translation:}}|PBS Slice Metallic]]

Latest revision as of 19:45, 3 July 2025


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Component image 
PBS Slice Metallic 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. 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.
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.
EdgeColor ColorX The color of the material edge where it is being sliced.
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.
EdgeEmissiveColor ColorX The emission color of the edge of the material where it is being sliced.
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.
DetailTextureScale Float2 How much to scale up or down the different detail texture maps.
DetailTextureOffset Float2 How much to shift around the position of the different detail texture maps.
DetailAlbedoTexture ITexture2D A multiplied layer of albedo on top of the default AlbedoTexture.
DetailNormalMap ITexture2D A layered normal map on top of the default NormalMap.
DetailNormalScale Float How much to scale up the effect of the detail normal map.
Culling Culling Whether to show the material on the front, back, or both sides
HideSlicers Bool Whether to hide the visuals of the planes for the different slicers.
Slicers list of Slicer A list of slicers (up to 8) that slice this material and create edges. These have a normal and a position in global or local space.
LocalSpace Bool Whether to calculate Distance and Point in local space.
EdgeTransitionStart Float The place at which the material color at the slicing edge should start transition from 100% slice properties to 0% slice properties to normal material.
EdgeTransitionEnd Float The place at which the material color at the slicing edge should end transitioning from 100% slice properties to 0% slice properties to normal material.
AlphaHandling AlphaHandling How to handle alpha values in pixels on the AlbedoTexture.
_useAlphaClip Bool Whether to respect the value for AlphaClip.
AlphaClip Float Any alpha value below this amount is not rendered for any given pixel when cutout is enabled.
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
Metallic Float The metallicness of the material in the absence of the metallic+reflectiveness image map.
Smoothness Float The Smoothness value in the absence of the Metallic+Smoothness image map.
MetallicMap ITexture2D Metallic Maps
_regular Shader Internal.
_transparent Shader Shader, Internal.

Usage

Examples

See Also