Component:PBS IntersectSpecular: Difference between revisions

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{{Table ComponentFields
{{Table ComponentFields
|HighPriorityIntegration|Bool|
|HighPriorityIntegration|Bool|
|_shader|IAssetProvider`1|TypeString1=IAssetProvider<Shader>|
|_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv1=true|
|BeginTransitionStart|Float|
|BeginTransitionStart|Float|
|BeginTransitionEnd|Float|
|BeginTransitionEnd|Float|
Line 22: Line 22:
|TextureScale|Float2|
|TextureScale|Float2|
|TextureOffset|Float2|
|TextureOffset|Float2|
|AlbedoColor|Color|
|AlbedoColor|ColorX|
|IntersectAlbedoColor|Color|
|IntersectAlbedoColor|ColorX|
|AlbedoTexture|IAssetProvider`1|TypeString10=IAssetProvider<ITexture2D>|
|AlbedoTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv10=true|
|EmissiveColor|Color|
|EmissiveColor|ColorX|
|IntersectEmissiveColor|Color|
|IntersectEmissiveColor|ColorX|
|EmissiveMap|IAssetProvider`1|TypeString13=IAssetProvider<ITexture2D>|
|EmissiveMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv13=true|
|NormalMap|IAssetProvider`1|TypeString14=IAssetProvider<ITexture2D>|
|NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv14=true|
|NormalScale|Float|
|NormalScale|Float|
|OcclusionMap|IAssetProvider`1|TypeString16=IAssetProvider<ITexture2D>|
|OcclusionMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv16=true|
|Culling|Culling|
|Culling|Culling|
|OffsetFactor|Float|
|OffsetFactor|Float|
|OffsetUnits|Float|
|OffsetUnits|Float|
|RenderQueue|Int|
|RenderQueue|Int|
|SpecularColor|Color|
|SpecularColor|ColorX|
|SpecularMap|IAssetProvider`1|TypeString22=IAssetProvider<ITexture2D>|
|SpecularMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv22=true|
}}
}}



Revision as of 09:42, 1 March 2024


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Component image 
PBS Intersect Specular component as seen in the Scene Inspector


A PBS Intersect Shader (both metallic & specular variants) renders a glow outline when intersecting with opaque materials (any that write to ZBuffer).


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
_shader Shader
BeginTransitionStart Float
BeginTransitionEnd Float
EndTransitionStart Float
EndTransitionEnd Float
TextureScale Float2
TextureOffset Float2
AlbedoColor ColorX
IntersectAlbedoColor ColorX
AlbedoTexture ITexture2D
EmissiveColor ColorX
IntersectEmissiveColor ColorX
EmissiveMap ITexture2D
NormalMap ITexture2D
NormalScale Float
OcclusionMap ITexture2D
Culling Culling
OffsetFactor Float
OffsetUnits Float
RenderQueue Int
SpecularColor ColorX
SpecularMap ITexture2D

Usage

Examples

Related Components