mNo edit summary |
m behaviour > behavior |
||
Line 42: | Line 42: | ||
}} | }} | ||
== | == Behavior == <!--T:4--> | ||
Revision as of 06:25, 12 January 2024
This article or section is a Stub. You can help the Resonite Wiki by expanding it.
PBS Metallic is a physically-based material that uses a special Metallic-Roughness (MR) map to store data about the metallicity and roughness of an object. It is based on the Unity 5 Standard PBR Setup.
For information about the maps and their properties read on!
Usage
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 | |
TextureScale
|
Float2 | |
TextureOffset
|
Float2 | |
DetailTextureScale
|
Float2 | |
DetailTextureOffset
|
Float2 | |
AlbedoColor
|
Color | |
AlbedoTexture
|
ITexture2D | |
EmissiveColor
|
Color | |
EmissiveMap
|
ITexture2D | |
NormalScale
|
Float | |
NormalMap
|
ITexture2D | |
HeightMap
|
ITexture2D | |
HeightScale
|
Float | |
OcclusionMap
|
ITexture2D | |
DetailAlbedoTexture
|
ITexture2D | |
DetailNormalMap
|
ITexture2D | |
DetailNormalScale
|
Float | |
BlendMode
|
BlendMode | |
AlphaCutoff
|
Float | |
OffsetFactor
|
Float | |
OffsetUnits
|
Float | |
RenderQueue
|
Int | |
Metallic
|
Float | |
Smoothness
|
Float | |
MetallicMap
|
ITexture2D |
Behavior
Metallic Maps
This Material type uses a Metallic Map for determining:
- Metallic Levels
- Smoothness
This information is packed into different channels within the Metallic Map using the following pattern:
- R(Red Channel): Metallic
- The Red Channel determines how metallic a material is.
- Metals are usually 1 in this channel and non-metals are 0
- When choosing Metallic values, do remember that items in the real world aren't perfect. Imperfections and randomness is good! Avoid choosing values that are 0(Non-Metallic) or 1(Maximum Metallic)
- Alpha: Smoothness
- High Alpha means High Smoothness
- Low Alpha is Low Smoothness
Resonite uses the Unity Standard Shader Maps for this Material, for more information please see this guide for more information.
Other Maps
TODO
Unity declares Green : Occlusion and Height as interchangeable and usable for both slots
https://forum.unity.com/threads/standard-shader-metallic-texture-packing.314283/
R: Metalness
G: Occlusion/Height
A: Smoothness
Examples
Further Reading
You may be interested in the following other pages:
- PBS Specular - Documentation on Resonite's PBS Specular Material. This is often paired or compared to PBS Metallic.