Component:PBS Metallic: Difference between revisions

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Revision as of 18:29, 3 March 2024


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Component image 
PBS_Metallic component as seen in the Scene Inspector


PBS Metallic is a physically-based material that uses a Metallic-Smoothness (MS) map to store data about the metallicity and smoothness of an object. It is based on the Unity 5 Standard PBR Setup.

For information about the maps and their properties read on!

Usage

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
TextureScale Float2
TextureOffset Float2
DetailTextureScale Float2
DetailTextureOffset Float2
AlbedoColor ColorX
AlbedoTexture ITexture2D
EmissiveColor ColorX
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
  • Ambient Occlusion/Height
  • 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 (also known as dielectrics) are 0
    • When choosing Metallic values, do remember that items in the real world aren't perfect. Imperfections and randomness is good! A common misconception is that pixels within a metallic map must be pure 0 or 1 values, however this is not the case. If you were able to zoom in far enough into a material you could observe pure metal and pure non-metal parts (rust would be metal with a separate layer of oxidized material), but with textures, you only have a limited number of pixels to represent individual characteristics of materials. When authoring these textures, what you are actually doing is describing the average characteristic in the area of interest. It is therefore accurate to describe materials such as rust as somewhere between 0 and 1 on average in an area depending on how much oxidation versus metal there is.
  • G (Green Channel): Ambient Occlusion/Height
    • This allows you to pack either the Ambient Occlusion or the Height map data into one image and re-use it in those inputs to the material, depending on which you prefer to use.
  • 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.