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|ColorMaskScale|Float2| The uv scale of color masks. | |ColorMaskScale|Float2| The uv scale of color masks. | ||
|ColorMaskOffset|Float2| The uv offset of color masks. | |ColorMaskOffset|Float2| The uv offset of color masks. | ||
|ColorMask|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv6=true| [[ColorMaskMaps|ColorMaskMaps]] | |ColorMask|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv6=true| [[ColorMaskMaps|ColorMaskMaps]] for albedo color | ||
|AlbedoColor0|ColorX| The color to use for spots where R is on <code>ColorMask</code> | |AlbedoColor0|ColorX| The color to use for spots where R is on <code>ColorMask</code> | ||
|AlbedoColor1|ColorX| The color to use for spots where G is on <code>ColorMask</code> | |AlbedoColor1|ColorX| The color to use for spots where G is on <code>ColorMask</code> | ||
|AlbedoColor2|ColorX| The color to use for spots where B is on <code>ColorMask</code> | |AlbedoColor2|ColorX| The color to use for spots where B is on <code>ColorMask</code> | ||
|AlbedoColor3|ColorX| The color to use for spots where A is on <code>ColorMask</code> | |AlbedoColor3|ColorX| The color to use for spots where A is on <code>ColorMask</code> | ||
|AlbedoTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv11=true| [[ColorMaskMaps|ColorMaskMaps]] | |AlbedoTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv11=true| [[ColorMaskMaps|ColorMaskMaps]] for emission or glow color | ||
|EmissiveColor0|ColorX| The color to use for spots where R is on <code>AlbedoTexture</code> | |EmissiveColor0|ColorX| The color to use for spots where R is on <code>AlbedoTexture</code> | ||
|EmissiveColor1|ColorX| The color to use for spots where G is on <code>AlbedoTexture</code> | |EmissiveColor1|ColorX| The color to use for spots where G is on <code>AlbedoTexture</code> |
Latest revision as of 18:21, 22 December 2024
Component image
The PBS_ColorMaskSpecular Component is used to allow for a specular setup of a color-able material that allows for 4 distinct colors to be used separately or mixed in different areas on the surface.
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 | Shader, Internal. |
TextureScale
|
Float2 | The uv scale of all textures except color masks. |
TextureOffset
|
Float2 | The uv offset of all textures except color masks. |
ColorMaskScale
|
Float2 | The uv scale of color masks. |
ColorMaskOffset
|
Float2 | The uv offset of color masks. |
ColorMask
|
ITexture2D | ColorMaskMaps for albedo color |
AlbedoColor0
|
ColorX | The color to use for spots where R is on ColorMask
|
AlbedoColor1
|
ColorX | The color to use for spots where G is on ColorMask
|
AlbedoColor2
|
ColorX | The color to use for spots where B is on ColorMask
|
AlbedoColor3
|
ColorX | The color to use for spots where A is on ColorMask
|
AlbedoTexture
|
ITexture2D | ColorMaskMaps for emission or glow color |
EmissiveColor0
|
ColorX | The color to use for spots where R is on AlbedoTexture
|
EmissiveColor1
|
ColorX | The color to use for spots where G is on AlbedoTexture
|
EmissiveColor2
|
ColorX | The color to use for spots where B is on AlbedoTexture
|
EmissiveColor3
|
ColorX | The color to use for spots where A is on AlbedoTexture
|
EmissiveMap
|
ITexture2D | The map to use to control the intensity of emissions. |
NormalMap
|
ITexture2D | The map to use to control lighting data or normals. |
NormalScale
|
Float | The strength of the application of lighting data from the NormalMap
|
OcclusionMap
|
ITexture2D | The map to use for lighting effectiveness or Occlusion. |
Transparent
|
Bool | Whether this should render transparent (BROKEN Right now) |
ForceZWrite
|
Bool | Whether to enforce writing to the Z-buffer. |
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 |
SpecularColor
|
ColorX | The color of the specular shine on specular sections. |
SpecularMap
|
ITexture2D | Specular Maps |
_regular
|
Shader | Shader, Internal. |
_transparent
|
Shader | Shader, Internal. |
_zwrite
|
Shader | Shader, Internal. |
Usage
Used in creations where simple color masks can do for colorable characters. For Example, Avalis, and Eyes.
Examples
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