add some info |
add info |
||
Line 2: | Line 2: | ||
<translate> | <translate> | ||
<!--T:1--> | <!--T:1--> | ||
{{Infobox Component | {{Infobox Component | ||
|Image=PBS_ColorMaskMetallicComponent.png | |Image=PBS_ColorMaskMetallicComponent.png | ||
|Name=PBS Color Mask Metallic | |Name=PBS Color Mask Metallic | ||
}} | }} | ||
The '''PBS_ColorMaskMetallic''' Component is used to allow for a metallic setup of a color-able material that allows for 4 distinct colors to be used separately or mixed in different areas on the surface. | |||
<!--T:2--> | <!--T:2--> | ||
Line 12: | Line 12: | ||
{{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]] for albedo color. | ||
|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]] for emission or glow color. | ||
|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}} | ||
Line 46: | Line 46: | ||
<!--T:3--> | <!--T:3--> | ||
== Usage == | == Usage == | ||
Used in creations where simple color masks can do for colorable characters. For Example, Avalis, and Eyes. | |||
<!--T:4--> | <!--T:4--> | ||
== Examples == | == Examples == | ||
{{stub}} | |||
<!--T:5--> | <!--T:5--> | ||
== | == See Also == | ||
* [[ColorMaskMaps|ColorMaskMaps]] | |||
* [[Component:PBS_ColorMaskMetallic]] | |||
</translate> | </translate> | ||
[[Category:Components{{#translation:}}|PBS Color Mask Metallic]] | [[Category:Components{{#translation:}}|PBS Color Mask Metallic]] | ||
[[Category:Components:Assets:Materials:PBS{{#translation:}}|PBS Color Mask Metallic]] | [[Category:Components:Assets:Materials:PBS{{#translation:}}|PBS Color Mask Metallic]] | ||
[[Category:Materials:PBS{{#translation:}}|PBS Color Mask Metallic]] | [[Category:Materials:PBS{{#translation:}}|PBS Color Mask Metallic]] | ||
[[Category:Materials{{#translation:}}|PBS Color Mask Metallic]] | [[Category:Materials{{#translation:}}|PBS Color Mask Metallic]] |
Revision as of 18:25, 22 December 2024
Component image 
PBS Color Mask Metallic component as seen in the Scene Inspector

The PBS_ColorMaskMetallic Component is used to allow for a metallic 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. Some components stop their functionality when this field is disabled, but some don't. |
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 for albedo color. |
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 for emission or glow color. |
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, based on the polygon's slope relative to the camera (i.e. polygons parallel to the camera will not be affected by this).[1] |
OffsetUnits
|
Float | How much this material should be pushed forwards or backwards on the depth buffer (regardless of the polygon's slope relative to the camera), in units equal to the smallest possible difference for the rendering device being used.[1] |
RenderQueue
|
Int | changes at which point a material renders on the render stack |
Metallic
|
Float | How much metallicness the surface should have if MetallicMap is not specified.
|
Smoothness
|
Float | How much smoothness the surface should have if MetallicMap is not specified.
|
MetallicMap
|
ITexture2D | Metallic 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
This article or section is a stub. You can help the Resonite wiki by expanding it.