Component:PBS ColorMaskMetallic: Difference between revisions

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{{stub}}
{{Infobox Component
{{Infobox Component
|Image=PBS_ColorMaskMetallicComponent.png
|Image=PBS_ColorMaskMetallicComponent.png
|Name=PBS Color Mask Metallic
|Name=PBS Color Mask Metallic
}}
}}
The '''PBS_ColorMaskMetallic''' Component is used to allow for a metallic setup of a color-able material that allows for 4 distinct colors to be used separately or mixed in different areas on the surface.


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{{Table ComponentFields
{{Table ComponentFields
|HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}}
|HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}}
|_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv1=true|
|_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv1=true| Shader, Internal.
|TextureScale|Float2|
|TextureScale|Float2| The uv scale of all textures except color masks.
|TextureOffset|Float2|
|TextureOffset|Float2| The uv offset of all textures except color masks.
|ColorMaskScale|Float2|
|ColorMaskScale|Float2| The uv scale of color masks.
|ColorMaskOffset|Float2|
|ColorMaskOffset|Float2| The uv offset of color masks.
|ColorMask|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv6=true|
|ColorMask|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv6=true| [[ColorMaskMaps]] for albedo color.
|AlbedoColor0|ColorX|
|AlbedoColor0|ColorX| The color to use for spots where R is on <code>ColorMask</code>
|AlbedoColor1|ColorX|
|AlbedoColor1|ColorX| The color to use for spots where G is on <code>ColorMask</code>
|AlbedoColor2|ColorX|
|AlbedoColor2|ColorX| The color to use for spots where B is on <code>ColorMask</code>
|AlbedoColor3|ColorX|
|AlbedoColor3|ColorX| The color to use for spots where A is on <code>ColorMask</code>
|AlbedoTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv11=true|
|AlbedoTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv11=true| [[ColorMaskMaps]] for emission or glow color.
|EmissiveColor0|ColorX|
|EmissiveColor0|ColorX| The color to use for spots where R is on <code>AlbedoTexture</code>
|EmissiveColor1|ColorX|
|EmissiveColor1|ColorX| The color to use for spots where G is on <code>AlbedoTexture</code>
|EmissiveColor2|ColorX|
|EmissiveColor2|ColorX| The color to use for spots where B is on <code>AlbedoTexture</code>
|EmissiveColor3|ColorX|
|EmissiveColor3|ColorX| The color to use for spots where A is on <code>AlbedoTexture</code>
|EmissiveMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv16=true|
|EmissiveMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv16=true| The map to use to control the intensity of emissions.
|NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv17=true|
|NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv17=true| The map to use to control lighting data or normals.
|NormalScale|Float|
|NormalScale|Float| The strength of the application of lighting data from the <code>NormalMap</code>
|OcclusionMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv19=true|
|OcclusionMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv19=true| The map to use for lighting effectiveness or Occlusion.
|Transparent|Bool|
|Transparent|Bool| Whether this should render transparent (BROKEN Right now)
|ForceZWrite|Bool|
|ForceZWrite|Bool| Whether to enforce writing to the Z-buffer.
|OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}}
|OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}}
|OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}}
|OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}}
|RenderQueue|Int|{{Template:Material_RenderQueue_Desc}}
|RenderQueue|Int|{{Template:Material_RenderQueue_Desc}}
|Metallic|Float|
|Metallic|Float|{{Template:Material_Metallic_Desc}}
|Smoothness|Float|
|Smoothness|Float|{{Template:Material_Smoothness_Desc}}
|MetallicMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv27=true|
|MetallicMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv27=true| [[Component:PBS_Metallic#Metallic Maps|Metallic Maps]]
|_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv28=true|
|_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv28=true| Shader, Internal.
|_transparent|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv29=true|
|_transparent|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv29=true| Shader, Internal.
|_zwrite|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv30=true|
|_zwrite|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv30=true| Shader, Internal.
}}
}}


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== Usage ==
== Usage ==
Used in creations where simple color masks can do for colorable characters. For Example, Avalis, and Eyes.


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== Examples ==
== Examples ==
{{stub}}


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== Related Components ==
== See Also ==
* [[ColorMaskMaps|ColorMaskMaps]]
* [[Component:PBS_ColorMaskMetallic]]
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[[Category:ComponentStubs]]
[[Category:Components{{#translation:}}|PBS Color Mask Metallic]]
[[Category:Components{{#translation:}}|PBS Color Mask Metallic]]
[[Category:Components:Assets:Materials:PBS{{#translation:}}|PBS Color Mask Metallic]]
[[Category:Components:Assets:Materials:PBS{{#translation:}}|PBS Color Mask Metallic]]
[[Category:Materials:PBS{{#translation:}}|PBS Color Mask Metallic]]
[[Category:Materials:PBS{{#translation:}}|PBS Color Mask Metallic]]
[[Category:Materials{{#translation:}}|PBS Color Mask Metallic]]
[[Category:Materials{{#translation:}}|PBS Color Mask Metallic]]

Latest revision as of 18:25, 22 December 2024

Component image 
PBS Color Mask Metallic component as seen in the Scene Inspector

The PBS_ColorMaskMetallic Component is used to allow for a metallic setup of a color-able material that allows for 4 distinct colors to be used separately or mixed in different areas on the surface.

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 Shader, Internal.
TextureScale Float2 The uv scale of all textures except color masks.
TextureOffset Float2 The uv offset of all textures except color masks.
ColorMaskScale Float2 The uv scale of color masks.
ColorMaskOffset Float2 The uv offset of color masks.
ColorMask ITexture2D ColorMaskMaps for albedo color.
AlbedoColor0 ColorX The color to use for spots where R is on ColorMask
AlbedoColor1 ColorX The color to use for spots where G is on ColorMask
AlbedoColor2 ColorX The color to use for spots where B is on ColorMask
AlbedoColor3 ColorX The color to use for spots where A is on ColorMask
AlbedoTexture ITexture2D ColorMaskMaps for emission or glow color.
EmissiveColor0 ColorX The color to use for spots where R is on AlbedoTexture
EmissiveColor1 ColorX The color to use for spots where G is on AlbedoTexture
EmissiveColor2 ColorX The color to use for spots where B is on AlbedoTexture
EmissiveColor3 ColorX The color to use for spots where A is on AlbedoTexture
EmissiveMap ITexture2D The map to use to control the intensity of emissions.
NormalMap ITexture2D The map to use to control lighting data or normals.
NormalScale Float The strength of the application of lighting data from the NormalMap
OcclusionMap ITexture2D The map to use for lighting effectiveness or Occlusion.
Transparent Bool Whether this should render transparent (BROKEN Right now)
ForceZWrite Bool Whether to enforce writing to the Z-buffer.
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 How much metallicness the surface should have if MetallicMap is not specified.
Smoothness Float How much smoothness the surface should have if MetallicMap is not specified.
MetallicMap ITexture2D Metallic Maps
_regular Shader Shader, Internal.
_transparent Shader Shader, Internal.
_zwrite Shader Shader, Internal.

Usage

Used in creations where simple color masks can do for colorable characters. For Example, Avalis, and Eyes.

Examples

This article or section is a Stub. You can help the Resonite Wiki by expanding it.


See Also