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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--> | <!--T:5--> | ||
== | == See Also == | ||
</translate> | </translate> | ||
[[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
This article or section is a Stub. You can help the Resonite Wiki by expanding it.
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
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. |