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Component image 
PBS Stencil Material Specular component as seen in the Scene 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 | How much to scale up or down the different texture maps. |
TextureOffset
|
Float2 | How much to shift around the position of the different texture maps. |
AlbedoColor
|
ColorX | The color to multiply the texture of the albedo (base color) with. Basically a tint. Default white. |
AlbedoTexture
|
ITexture2D | The texture to use as the color of the surface. |
EmissiveColor
|
ColorX | The color to multiply the texture of the emission (glowly color) with. Basically a tint. Default white. |
EmissiveMap
|
ITexture2D | The texture to use as the glowing (emission) color of the surface. |
NormalMap
|
ITexture2D | The normal map is used as a way to change the appearance of a surface when shined on by lights, to give the illusion of a raised surface. |
NormalScale
|
Float | How much to scale up the effect of the normal map. |
OcclusionMap
|
ITexture2D | Used to specify surface parts in eternal shadow due to being close to other mesh parts. |
ColorMask
|
ColorMask | What colors behind the material should make it through the filter. |
StencilComparison
|
StencilComparison | See Type:StencilComparison for an in depth explanation on what this does. |
StencilOperation
|
StencilOperation | See Type:StencilOperation for an in depth explanation on what this does. |
StencilID
|
Byte | The Stencil ID of this material. This is sometimes written to the frame buffer's Stencil mask, or used to determine whether this material should render for a particular pixel. |
StencilWriteMask
|
Byte | does a Bitwise AND with this number for every pixel in the frame buffer this is rendering on top of when this object is drawn, after reading from the buffer. |
StencilReadMask
|
Byte | is bitwise ANDed with the Stencil in the frame buffer before the test compares them. |
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 |
__rectDummy
|
Rect | currently does nothing |
__rectClipDummy
|
Bool | currently does nothing |
SpecularColor
|
ColorX | Specular Tint. Behaves like PBS Specular Tinting |
SpecularMap
|
ITexture2D | Specular Maps |
_regular
|
Shader | Internal. |