m Added short explanation to FurMaterial forces. More detail is needed however in the body of the article. |
m Fixed grammatical mistakes and added clarification to Length versus Hardness parameters. |
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|RimColor|Color| Rim Lighting Color | |RimColor|Color| Rim Lighting Color | ||
|RimPower|Float| Rim Lighting Power | |RimPower|Float| Rim Lighting Power | ||
|FurLength|Float| Length of the fur. | |FurLength|Float| Length of the fur. Always applied in the force direction. | ||
|FurHardness|Float| How Stiff the fur is. | |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 | |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 | |FurShading|Float| How much fake shading should be applied to the fur. | ||
|FurColoring|Float| How much the color of the fur should take | |FurColoring|Float| How much the color of the fur should take precedent over shading. | ||
|Base|ITexture2D| Albedo Texture. Alpha is Heightmap | |Base|ITexture2D| Albedo Texture. Alpha is Heightmap | ||
|NormalMap|ITexture2D| Normal Map | |NormalMap|ITexture2D| Normal Map | ||
|Noise|ITexture2D| Noise texture | |Noise|ITexture2D| Noise texture. This should always be on the alpha channel. This determines the pattern of the fur. | ||
|TextureScale|Float2| Texture Scale | |TextureScale|Float2| Texture Scale | ||
|TextureOffset|Float2| Texture Offset | |TextureOffset|Float2| Texture Offset | ||
|AlphaCutoff|Float| Alpha cutoff for the additional layers created by the shader based on the noise map. | |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| | |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| | |||
}} | }} | ||
Revision as of 22:51, 17 January 2024
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Component image
Intoduction
Usage
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/Roughness |
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 |