FurMaterial: Difference between revisions

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Tag: Replaced
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##REDIRECT[[Component:FurMaterial]]
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{{stub}}
{{Infobox Component
|Image=FurMaterialComponent.png
|Name=FurMaterial
}}
 
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== Intoduction ==
 
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== Usage ==
{{Table ComponentFields
|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
|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|
}}
 
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== Behavior ==
 
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== Examples ==
 
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== Related Components ==
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[[Category:Components{{#translation:}}|FurMaterial (Component){{#translation:}}]]
[[Category:Components:Assets:Materials{{#translation:}}|FurMaterial (Component){{#translation:}}]]
[[Category:Materials]]

Revision as of 01:17, 1 August 2024