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== Fields == | == Fields == | ||
{{Table ComponentFields | {{Table ComponentFields | ||
|HighPriorityIntegration|Bool| | |HighPriorityIntegration|Bool| | ||
|_shader | |_shader|Shader| | ||
|Color| | |Color|Color| Color/Tint of the fur | ||
|SpecularColor| | |SpecularColor|Color| Specular Tint. Behaves like PBS Specular Tinting | ||
|Shininess|Float| | |Shininess|Float| Behaves like PBS Smoothness | ||
|Gloss|Float| | |Gloss|Float| Reflection Intensity. | ||
|RimColor| | |RimColor|Color| Rim Lighting Color | ||
|RimPower|Float| | |RimPower|Float| Rim Lighting Power | ||
|FurLength|Float| | |FurLength|Float| Length of the fur. Always applied in the force direction. | ||
|FurHardness|Float| | |FurHardness|Float| How Stiff the fur is. Biases fur to point in the mesh normal direction instead of the force direction. | ||
|FurThinness|Float| | |FurThinness|Float| How many times to re-iterate the fur noise map. Behaves similarly to texture scaling. | ||
|FurShading|Float| | |FurShading|Float| How much fake shading should be applied to the fur. | ||
|FurColoring|Float| | |FurColoring|Float| How much the color of the fur should take precedent over shading. | ||
|Base | |Base|ITexture2D| Albedo Texture. Alpha is Heightmap | ||
|NormalMap| | |NormalMap|ITexture2D| Normal Map | ||
|Noise| | |Noise|ITexture2D| Noise texture. This should always be on the alpha channel. This determines the pattern of the fur. | ||
|TextureScale|Float2| | |TextureScale|Float2| Texture Scale | ||
|TextureOffset|Float2| | |TextureOffset|Float2| Texture Offset | ||
|AlphaCutoff|Float| | |AlphaCutoff|Float| Alpha cutoff for the additional layers created by the shader based on the noise map. | ||
|ForceGlobal|Float4| | |ForceGlobal|Float4|The amount of displacement to apply in the world coordinate system. The '''W''' value corresponds to a proportional affinity to point towards world origin. | ||
|ForceLocal|Float4| | |ForceLocal|Float4|The amount of displacement to apply in the object's local coordinate system. | ||
|RenderQueue|Int| | |RenderQueue|Int| | ||
}} | }} | ||
Revision as of 01:18, 1 August 2024
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Component image
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 | |
Color
|
Color | Color/Tint of the fur |
SpecularColor
|
Color | Specular Tint. Behaves like PBS Specular Tinting |
Shininess
|
Float | Behaves like PBS Smoothness |
Gloss
|
Float | Reflection Intensity. |
RimColor
|
Color | Rim Lighting Color |
RimPower
|
Float | Rim Lighting Power |
FurLength
|
Float | Length of the fur. Always applied in the force direction. |
FurHardness
|
Float | How Stiff the fur is. Biases fur to point in the mesh normal direction instead of the force direction. |
FurThinness
|
Float | How many times to re-iterate the fur noise map. Behaves similarly to texture scaling. |
FurShading
|
Float | How much fake shading should be applied to the fur. |
FurColoring
|
Float | How much the color of the fur should take precedent over shading. |
Base
|
ITexture2D | Albedo Texture. Alpha is Heightmap |
NormalMap
|
ITexture2D | Normal Map |
Noise
|
ITexture2D | Noise texture. This should always be on the alpha channel. This determines the pattern of the fur. |
TextureScale
|
Float2 | Texture Scale |
TextureOffset
|
Float2 | Texture Offset |
AlphaCutoff
|
Float | Alpha cutoff for the additional layers created by the shader based on the noise map. |
ForceGlobal
|
Float4 | The amount of displacement to apply in the world coordinate system. The W value corresponds to a proportional affinity to point towards world origin. |
ForceLocal
|
Float4 | The amount of displacement to apply in the object's local coordinate system. |
RenderQueue
|
Int |