|SpecularColor|Color| Specular Tint. Behaves like PBS Specular Tinting
|SpecularColor|ColorX| Specular Tint. Behaves like PBS Specular Tinting
|Shininess|Float| Behaves like PBS Smoothness
|Shininess|Float| Behaves like PBS Smoothness
|Gloss|Float| Reflection Intensity.
|Gloss|Float| Reflection Intensity.
|RimColor|Color| Rim Lighting Color
|RimColor|ColorX| Rim Lighting Color
|RimPower|Float| Rim Lighting Power
|RimPower|Float| Rim Lighting Power
|FurLength|Float| Length of the fur. Always applied in the force direction.
|FurLength|Float| Length of the fur. Always applied in the force direction.
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|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 precedent over shading.
|FurColoring|Float| How much the color of the fur should take precedent over shading.
|Base|ITexture2D| Albedo Texture. Alpha is Heightmap
|Base|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv13=true| Albedo Texture. Alpha is Heightmap
|NormalMap|ITexture2D| Normal Map
|NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv14=true| Normal Map
|Noise|ITexture2D| Noise texture. This should always be on the alpha channel. This determines the pattern of the fur.
|Noise|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv15=true| 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
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|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.
|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.
|ForceLocal|Float4|The amount of displacement to apply in the object's local coordinate system.
|RenderQueue|Int|
|RenderQueue|Int|
}}
}}
Revision as of 11:50, 1 August 2024
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