989onan bot (talk | contribs) 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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{{Table ComponentFields | {{Table ComponentFields | ||
|HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | |HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | ||
|_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv1=true| | |_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv1=true| Internal. | ||
|BeginTransitionStart|Float| | |BeginTransitionStart|Float| | ||
|BeginTransitionEnd|Float| | |BeginTransitionEnd|Float| | ||
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|NormalScale|Float| | |NormalScale|Float| | ||
|OcclusionMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv16=true| | |OcclusionMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv16=true| | ||
|Culling|Culling| | |Culling|Culling| {{Template:Material_Culling_Desc}} | ||
|OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}} | |OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}} | ||
|OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}} | |OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}} | ||
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<!--T:5--> | <!--T:5--> | ||
== | == See Also == | ||
</translate> | </translate> | ||
[[Category:ComponentStubs]] | [[Category:ComponentStubs]] |
Latest revision as of 17:55, 26 January 2025
This article or section is a Stub. You can help the Resonite Wiki by expanding it.
Component image 
PBS Intersect Metallic component as seen in the Scene Inspector

A PBS Intersect Shader (both metallic & specular variants) renders a glow outline when intersecting with opaque materials (any that write to ZBuffer).
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. Some components stop their functionality when this field is disabled, but some don't. |
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 | Internal. |
BeginTransitionStart
|
Float | |
BeginTransitionEnd
|
Float | |
EndTransitionStart
|
Float | |
EndTransitionEnd
|
Float | |
TextureScale
|
Float2 | |
TextureOffset
|
Float2 | |
AlbedoColor
|
ColorX | |
IntersectAlbedoColor
|
ColorX | |
AlbedoTexture
|
ITexture2D | |
EmissiveColor
|
ColorX | |
IntersectEmissiveColor
|
ColorX | |
EmissiveMap
|
ITexture2D | |
NormalMap
|
ITexture2D | |
NormalScale
|
Float | |
OcclusionMap
|
ITexture2D | |
Culling
|
Culling | Whether to show the material on the front, back, or both sides |
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 |
Metallic
|
Float | |
Smoothness
|
Float | |
MetallicMap
|
ITexture2D |