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Component image
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 | |
Color
|
ColorX | Color/Tint of the fur |
SpecularColor
|
ColorX | Specular Tint. Behaves like PBS Specular Tinting |
Shininess
|
Float | Behaves like PBS Smoothness |
Gloss
|
Float | Reflection Intensity. |
RimColor
|
ColorX | 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 |