989onan bot (talk | contribs) Automated: update 'StencilComparison' description,'StencilOperation' description,'StencilID' description,'StencilWriteMask' description,'StencilReadMask' description,'RenderQueue' description,'BlendMode' description,'Sidedness' description,'ZWrite' description,'ZTest' description,'OffsetFactor' description,'OffsetUnits' description, |
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{{Infobox Component | {{Infobox Component | ||
|Image=PBS_ColorMaskSpecularComponent.png | |Image=PBS_ColorMaskSpecularComponent.png | ||
|Name=PBS Color Mask Specular | |Name=PBS Color Mask Specular | ||
}} | }} | ||
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. | |||
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{{Table ComponentFields | {{Table ComponentFields | ||
|HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | |HighPriorityIntegration|Bool|{{Asset HighPriorityIntegration Field}} | ||
|_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv1=true| | |_shader|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv1=true| Shader, Internal. | ||
|TextureScale|Float2| | |TextureScale|Float2| The uv scale of all textures except color masks. | ||
|TextureOffset|Float2| | |TextureOffset|Float2| The uv offset of all textures except color masks. | ||
|ColorMaskScale|Float2| | |ColorMaskScale|Float2| The uv scale of color masks. | ||
|ColorMaskOffset|Float2| | |ColorMaskOffset|Float2| The uv offset of color masks. | ||
|ColorMask|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv6=true| | |ColorMask|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv6=true| [[ColorMaskMaps|ColorMaskMaps]] | ||
|AlbedoColor0|ColorX| | |AlbedoColor0|ColorX| The color to use for spots where R is on <code>ColorMask</code> | ||
|AlbedoColor1|ColorX| | |AlbedoColor1|ColorX| The color to use for spots where G is on <code>ColorMask</code> | ||
|AlbedoColor2|ColorX| | |AlbedoColor2|ColorX| The color to use for spots where B is on <code>ColorMask</code> | ||
|AlbedoColor3|ColorX| | |AlbedoColor3|ColorX| The color to use for spots where A is on <code>ColorMask</code> | ||
|AlbedoTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv11=true| | |AlbedoTexture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv11=true| [[ColorMaskMaps|ColorMaskMaps]] | ||
|EmissiveColor0|ColorX| | |EmissiveColor0|ColorX| The color to use for spots where R is on <code>AlbedoTexture</code> | ||
|EmissiveColor1|ColorX| | |EmissiveColor1|ColorX| The color to use for spots where G is on <code>AlbedoTexture</code> | ||
|EmissiveColor2|ColorX| | |EmissiveColor2|ColorX| The color to use for spots where B is on <code>AlbedoTexture</code> | ||
|EmissiveColor3|ColorX| | |EmissiveColor3|ColorX| The color to use for spots where A is on <code>AlbedoTexture</code> | ||
|EmissiveMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv16=true| | |EmissiveMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv16=true| The map to use to control the intensity of emissions. | ||
|NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv17=true| | |NormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv17=true| The map to use to control lighting data or normals. | ||
|NormalScale|Float| | |NormalScale|Float| The strength of the application of lighting data from the <code>NormalMap</code> | ||
|OcclusionMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv19=true| | |OcclusionMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv19=true| The map to use for lighting effectiveness or Occlusion. | ||
|Transparent|Bool| | |Transparent|Bool| Whether this should render transparent (BROKEN Right now) | ||
|ForceZWrite|Bool| | |ForceZWrite|Bool| Whether to enforce writing to the Z-buffer. | ||
|OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}} | |OffsetFactor|Float|{{Template:Material_OffsetFactor_Desc}} | ||
|OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}} | |OffsetUnits|Float|{{Template:Material_OffsetUnits_Desc}} | ||
|RenderQueue|Int|{{Template:Material_RenderQueue_Desc}} | |RenderQueue|Int|{{Template:Material_RenderQueue_Desc}} | ||
|SpecularColor|ColorX| | |SpecularColor|ColorX| The color of the specular shine on specular sections. | ||
|SpecularMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv26=true| | |SpecularMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv26=true| [[Component:PBS_Specular#Specular Maps|Specular Maps]] | ||
|_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv27=true| | |_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv27=true| Shader, Internal. | ||
|_transparent|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv28=true| | |_transparent|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv28=true| Shader, Internal. | ||
|_zwrite|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv29=true| | |_zwrite|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv29=true| Shader, Internal. | ||
}} | }} | ||
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== Usage == | == Usage == | ||
Used in creations where simple color masks can do for colorable characters. For Example, Avalis, and Eyes. | |||
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== Examples == | == Examples == | ||
{{stub}} | |||
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== | == See Also == | ||
* [[ColorMaskMaps|ColorMaskMaps]] | |||
</translate> | </translate> | ||
[[Category:Components{{#translation:}}|PBS Color Mask Specular]] | [[Category:Components{{#translation:}}|PBS Color Mask Specular]] | ||
[[Category:Components:Assets:Materials:PBS{{#translation:}}|PBS Color Mask Specular]] | [[Category:Components:Assets:Materials:PBS{{#translation:}}|PBS Color Mask Specular]] | ||
[[Category:Materials:PBS{{#translation:}}|PBS Color Mask Specular]] | [[Category:Materials:PBS{{#translation:}}|PBS Color Mask Specular]] | ||
[[Category:Materials{{#translation:}}|PBS Color Mask Specular]] | [[Category:Materials{{#translation:}}|PBS Color Mask Specular]] |
Revision as of 18:18, 22 December 2024
Component image
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.
Fields
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 | 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. |
_shader
|
Shader | Shader, Internal. |
TextureScale
|
Float2 | The uv scale of all textures except color masks. |
TextureOffset
|
Float2 | The uv offset of all textures except color masks. |
ColorMaskScale
|
Float2 | The uv scale of color masks. |
ColorMaskOffset
|
Float2 | The uv offset of color masks. |
ColorMask
|
ITexture2D | ColorMaskMaps |
AlbedoColor0
|
ColorX | The color to use for spots where R is on ColorMask
|
AlbedoColor1
|
ColorX | The color to use for spots where G is on ColorMask
|
AlbedoColor2
|
ColorX | The color to use for spots where B is on ColorMask
|
AlbedoColor3
|
ColorX | The color to use for spots where A is on ColorMask
|
AlbedoTexture
|
ITexture2D | ColorMaskMaps |
EmissiveColor0
|
ColorX | The color to use for spots where R is on AlbedoTexture
|
EmissiveColor1
|
ColorX | The color to use for spots where G is on AlbedoTexture
|
EmissiveColor2
|
ColorX | The color to use for spots where B is on AlbedoTexture
|
EmissiveColor3
|
ColorX | The color to use for spots where A is on AlbedoTexture
|
EmissiveMap
|
ITexture2D | The map to use to control the intensity of emissions. |
NormalMap
|
ITexture2D | The map to use to control lighting data or normals. |
NormalScale
|
Float | The strength of the application of lighting data from the NormalMap
|
OcclusionMap
|
ITexture2D | The map to use for lighting effectiveness or Occlusion. |
Transparent
|
Bool | Whether this should render transparent (BROKEN Right now) |
ForceZWrite
|
Bool | Whether to enforce writing to the Z-buffer. |
OffsetFactor
|
Float | how much this material should be pushed forwards or backwards on the depth buffer factor wise |
OffsetUnits
|
Float | how much this material should be pushed forwards or backwards on the depth buffer unit wise |
RenderQueue
|
Int | changes at which point a material renders on the render stack |
SpecularColor
|
ColorX | The color of the specular shine on specular sections. |
SpecularMap
|
ITexture2D | Specular Maps |
_regular
|
Shader | Shader, Internal. |
_transparent
|
Shader | Shader, Internal. |
_zwrite
|
Shader | Shader, Internal. |
Usage
Used in creations where simple color masks can do for colorable characters. For Example, Avalis, and Eyes.
Examples
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