Component:PBS ColorSplatMetallic: Difference between revisions

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Automated: update 'HighPriorityIntegration' description
Automated: update 'StencilComparison' description,'StencilOperation' description,'StencilID' description,'StencilWriteMask' description,'StencilReadMask' description,'RenderQueue' description,'BlendMode' description,'Sidedness' description,'ZWrite' description,'ZTest' description,'OffsetFactor' description,'OffsetUnits' description,
 
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|NormalScale3|Float|
|NormalScale3|Float|
|AlphaClip|Float|
|AlphaClip|Float|
|OffsetFactor|Float|
|OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}}
|OffsetUnits|Float|
|OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}}
|RenderQueue|Int|
|RenderQueue|Int|{{Template:Material_RenderQueue_Desc}}
|Metallic0|Float|
|Metallic0|Float|
|Metallic1|Float|
|Metallic1|Float|

Latest revision as of 00:01, 14 November 2024


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Component image 
PBS Color Splat Metallic component as seen in the Scene Inspector


A PBS Color Splat (Metallic & Specular) shader:

  • Supports 4 textures of each and a color map, where each channel represents contribution from each
  • Supports height map blending too for sharper, more defined look
  • Is useful for terrains


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 If true, integrating this asset (e.g. processing procedural assets) gets higher priority than assets with this flag off. An example is user laser procedural meshes.
_shader Shader
MultiValue Bool
ColorMap ITexture2D
ColorMapScale Float2
ColorMapOffset Float2
PackedHeightMap ITexture2D
HeightTransitionRange Float
TextureScale Float2
TextureOffset Float2
AlbedoColor0 ColorX
AlbedoColor1 ColorX
AlbedoColor2 ColorX
AlbedoColor3 ColorX
AlbedoTexture0 ITexture2D
AlbedoTexture1 ITexture2D
AlbedoTexture2 ITexture2D
AlbedoTexture3 ITexture2D
EmissiveColor0 ColorX
EmissiveColor1 ColorX
EmissiveColor2 ColorX
EmissiveColor3 ColorX
EmissiveMap0 ITexture2D
EmissiveMap1 ITexture2D
EmissiveMap2 ITexture2D
EmissiveMap3 ITexture2D
PackedEmissionMap ITexture2D
PackedNormalMap01 ITexture2D
PackedNormalMap23 ITexture2D
NormalScale0 Float
NormalScale1 Float
NormalScale2 Float
NormalScale3 Float
AlphaClip Float
OffsetFactor Float how much this material should be pushed forwards or backwards on the depth buffer factor wise
OffsetUnits Float how much this material should be pushed forwards or backwards on the depth buffer unit wise
RenderQueue Int changes at which point a material renders on the render stack
Metallic0 Float
Metallic1 Float
Metallic2 Float
Metallic3 Float
Smoothness0 Float
Smoothness1 Float
Smoothness2 Float
Smoothness3 Float
MetallicMap01 ITexture2D
MetallicMap23 ITexture2D

Usage

For comprehensive guides see Color Splat Materials.

PackedEmissionMap is greyscale and uses EmissiveColor0-3 Colors.

EmissiveMap0-3 can be used for RGB Emissive Maps.

Referencing a PackedEmissionMap Overrides EmissiveMap0-3 Inputs.


Packed Textures Channel Mappings:

PackedHeightMap:
R: HeightMap0 - greyscale
G: HeightMap1 - greyscale
B: HeightMap2 - greyscale
A: HeightMap4 - greyscale
PackedEmissionMap:
R: EmissionMap0 - greyscale
G: EmissionMap1 - greyscale
B: EmissionMap2 - greyscale
A: EmissionMap4 - greyscale
PackedNormalMap01:
R: NormalMap0 - Red
G: NormalMap0 - Green
B: NormalMap1 - Red
A: NormalMap1 - Green
PackedNormalMap23:
R: NormalMap2 - Red
G: NormalMap2 - Green
B: NormalMap3 - Red
A: NormalMap3 - Green
MetallicMap01:
R: MetallicMap0 - Red
G: MetallicMap0 - Alpha
B: MetallicMap1 - Red
A: MetallicMap1 - Alpha
MetallicMap23:
R: MetallicMap2 - Red
G: MetallicMap2 - Alpha
B: MetallicMap3 - Red
A: MetallicMap3 - Alpha

Examples

Related Components