|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>
Revision as of 18:21, 22 December 2024
Component image
PBS Color Mask Specular component as seen in the Scene Inspector
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.
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.
How much this material should be pushed forwards or backwards on the depth buffer, based on the polygon's slope relative to the camera (i.e. polygons parallel to the camera will not be affected by this).[1]
How much this material should be pushed forwards or backwards on the depth buffer (regardless of the polygon's slope relative to the camera), in units equal to the smallest possible difference for the rendering device being used.[1]