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, |
template and clean up |
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|DetailNormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv15=true| | |DetailNormalMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv15=true| | ||
|DetailNormalScale|Float| | |DetailNormalScale|Float| | ||
|Culling|Culling| | |Culling|Culling| {{Template:Material_Culling_Desc}} | ||
|HideSlicers|Bool| | |HideSlicers|Bool| {{Template:MaterialSlice_HideSlicers_Desc}} | ||
|Slicers|{{RootFieldType|SyncList`1|[[Type:Slicer|Slicer]]}}|TypeAdv19=true| | |Slicers|{{RootFieldType|SyncList`1|[[Type:Slicer|Slicer]]}}|TypeAdv19=true| | ||
|LocalSpace|Bool| | |LocalSpace|Bool| | ||
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|Smoothness|Float| | |Smoothness|Float| | ||
|MetallicMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv31=true| | |MetallicMap|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv31=true| | ||
|_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv32=true| | |_regular|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv32=true| Internal. | ||
|_transparent|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv33=true| | |_transparent|{{RootFieldType|AssetRef`1|[[Type:Shader|Shader]]}}|TypeAdv33=true| Internal. | ||
}} | }} | ||
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<!--T:5--> | <!--T:5--> | ||
== | == See Also == | ||
</translate> | </translate> | ||
[[Category:ComponentStubs]] | [[Category:ComponentStubs]] |
Revision as of 17:46, 26 January 2025
This article or section is a stub. You can help the Resonite wiki by expanding it.
Component image 
PBS Slice Metallic component as seen in the Scene Inspector

A PBS Slice (Metallic & Specular) shader:
- Supports up to 8 plane slicers, cutting a mesh
- Supports slice fade effect along the edge (albedo & emissive)
- Is dual-sided, rendering interior (mesh will look as a shell though)
- Adds a GenericSlicer component, which allows to set the slicing plane visually. To create/edit the material, click "Create Slicer" in the inspector.
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. |
TextureScale
|
Float2 | |
TextureOffset
|
Float2 | |
AlbedoColor
|
ColorX | |
EdgeColor
|
ColorX | |
AlbedoTexture
|
ITexture2D | |
EmissiveColor
|
ColorX | |
EdgeEmissiveColor
|
ColorX | |
EmissiveMap
|
ITexture2D | |
NormalMap
|
ITexture2D | |
NormalScale
|
Float | |
OcclusionMap
|
ITexture2D | |
DetailTextureScale
|
Float2 | |
DetailTextureOffset
|
Float2 | |
DetailAlbedoTexture
|
ITexture2D | |
DetailNormalMap
|
ITexture2D | |
DetailNormalScale
|
Float | |
Culling
|
Culling | Whether to show the material on the front, back, or both sides |
HideSlicers
|
Bool | Whether to hide the visuals of the planes for the different slicers. |
Slicers
|
list of Slicer | |
LocalSpace
|
Bool | |
EdgeTransitionStart
|
Float | |
EdgeTransitionEnd
|
Float | |
AlphaHandling
|
AlphaHandling | |
_useAlphaClip
|
Bool | |
AlphaClip
|
Float | |
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 | |
Smoothness
|
Float | |
MetallicMap
|
ITexture2D | |
_regular
|
Shader | Internal. |
_transparent
|
Shader | Internal. |