Component:PBS ColorMaskSpecular

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Revision as of 00:01, 14 November 2024 by 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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Component image 
PBS Color Mask Specular component as seen in the Scene Inspector


Fields

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
TextureScale Float2
TextureOffset Float2
ColorMaskScale Float2
ColorMaskOffset Float2
ColorMask ITexture2D
AlbedoColor0 ColorX
AlbedoColor1 ColorX
AlbedoColor2 ColorX
AlbedoColor3 ColorX
AlbedoTexture ITexture2D
EmissiveColor0 ColorX
EmissiveColor1 ColorX
EmissiveColor2 ColorX
EmissiveColor3 ColorX
EmissiveMap ITexture2D
NormalMap ITexture2D
NormalScale Float
OcclusionMap ITexture2D
Transparent Bool
ForceZWrite Bool
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
SpecularMap ITexture2D
_regular Shader
_transparent Shader
_zwrite Shader

Usage

Examples

Related Components