Component:FurMaterial: Difference between revisions

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== Fields ==
== Fields ==
{{Table ComponentFields
{{Table ComponentFields
|HighPriorityIntegration|Bool|
|HighPriorityIntegration|Bool|  
|_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv1=true|
|_shader|Shader|  
|Color|ColorX|
|Color|Color| Color/Tint of the fur
|SpecularColor|ColorX|
|SpecularColor|Color| Specular Tint. Behaves like PBS Specular Tinting
|Shininess|Float|
|Shininess|Float| Behaves like PBS Smoothness
|Gloss|Float|
|Gloss|Float| Reflection Intensity.
|RimColor|ColorX|
|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|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv13=true|
|Base|ITexture2D| Albedo Texture. Alpha is Heightmap
|NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv14=true|
|NormalMap|ITexture2D| Normal Map
|Noise|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv15=true|
|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 
Fur Material component as seen in the Scene Inspector


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
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

Usage

Examples

Related Components