Component:PBS TriplanarMetallic: 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,
Automated: update 'TextureScale' description,'TextureOffset' description,'AlbedoColor' description,'AlbedoTexture' description,'EmissiveColor' description,'EmissiveMap' description,'NormalMap' description,'NormalScale' description,'OcclusionMap' description,'TriplanarBlendPower' description,'ObjectSpace' description,'Transparent' description,'Metallic' description,'Smoothness' description,'MetallicMap' description,'_regular' description,'_transparent' description,
 
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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}}
|AlbedoTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv4=true|
|AlbedoTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv4=true|{{Template:Material_AlbedoTexture}}
|EmissiveColor|ColorX|
|EmissiveColor|ColorX|{{Template:Material_EmissiveColor}}
|EmissiveMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv6=true|
|EmissiveMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv6=true|{{Template:Material_EmissiveMap}}
|NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv7=true|
|NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv7=true|{{Template:Material_NormalMap}}
|NormalScale|Float|
|NormalScale|Float|{{Template:Material_NormalScale}}
|OcclusionMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv9=true|
|OcclusionMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv9=true|{{Template:Material_OcclusionMap}}
|TriplanarBlendPower|Float|
|TriplanarBlendPower|Float|{{Template:Material_TriplanarBlendPower}}
|ObjectSpace|Bool|
|ObjectSpace|Bool|{{Template:Material_ObjectSpace}}
|OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}}
|OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}}
|OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}}
|OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}}
|Culling|Culling|
|Culling|Culling| {{Template:Material_Culling_Desc}}
|Transparent|Bool|
|Transparent|Bool|{{Template:Material_Transparent}}
|RenderQueue|Int|{{Template:Material_RenderQueue_Desc}}
|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]]}}|TypeAdv19=true|
|MetallicMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv19=true|{{Template:Material_MetallicMap}}
|_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv20=true|
|_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv20=true|{{Template:Material__regular}}
|_transparent|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv21=true|
|_transparent|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv21=true|{{Template:Material__transparent}}
}}
}}


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== Related Components ==
== See Also ==
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[[Category:ComponentStubs]]
[[Category:ComponentStubs]]

Latest revision as of 20:44, 29 June 2025


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

Component image 
PBS Triplanar Metallic component as seen in the Scene Inspector

A triplanar shader generates UVs and samples a texture by projecting in world space. The input texture is sampled 3 times, once in each of the world x, y and z axes, and the resulting information is planar projected onto the model, blended by the normal.

They are particularly useful for projecting a texture onto a cubical object without causing stretching of the texture.


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.
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.
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.
TriplanarBlendPower Float Template:Material TriplanarBlendPower
ObjectSpace Bool Template:Material ObjectSpace
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
Culling Culling Whether to show the material on the front, back, or both sides
Transparent Bool Whether this should render transparent (BROKEN Right now)
RenderQueue Int changes at which point a material renders on the render stack
Metallic Float The metallicness of the material in the absence of MetallicGlossMap.
Smoothness Float Template:Material Smoothness
MetallicMap ITexture2D Metallic Maps
_regular Shader Template:Material regular
_transparent Shader Template:Material transparent

Usage

Examples

See Also