|FurLength|Float| Length of the fur. Always applied in the force direction.
|FurHardness|Float| How Stiff the fur is. Affects force and partial fur length
|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 simularly to texture scaling.
|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 president over shading
|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... This should always be on the alpha channel. This determines the pattern of the fur.
|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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