Component image 
PBS Voronoi Crystal component as seen in the Scene Inspector

The PBS_VoronoiCrystal component is generated by making a random grid of points, then doing a gradient based on the distance from a point to the midway point to another point on the random point grid. this makes a set of "cells" which can be used to create stars or other effects for use on surfaces.
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 | Internal. |
NoiseScale
|
Float2 | how scaled up or down the noise pattern is. |
NoiseAnimationOffset
|
Float | How offset the noise animation is. Allows for animating the material over time using a time driver Component/ProtoFlux. |
CellColorTint
|
ColorX | The tint color to multiply different cells generated by as part of the voronoi texture. |
ColorGradient
|
ITexture2D | The tint color of the cells generated towards their center as a sideways pixel line image. |
EmissionColor
|
ColorX | The tint of the emission color. |
EmissionGradient
|
ITexture2D | The emission/glow of the cells generated towards their center as a sideways pixel line image. |
SmoothnessGradient
|
ITexture2D | The smoothness of the cells generated towards their center as a sideways pixel line image. |
CellSmoothness
|
Float | The smoothness to multiply different cells generated by as part of the voronoi texture. |
CellMetallic
|
Float | The metallicness to multiply the existing metallic gradient for different cells for the voronoi texture. |
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. |
NormalStrength
|
Float | How much to scale up or down the effect of the normals. |
NormalTextureScale
|
Float2 | The scale of the NormalMap texture.
|
NormalTextureOffset
|
Float2 | The offset of the NormalMap texture.
|
EdgeThickness
|
Float | The thickness of the edges between cells before they advance along the gradient texture towards the center. |
EdgeColor
|
ColorX | The color of the material edge where it is being sliced. |
EdgeEmission
|
ColorX | the emission color of the edges of the voronoi effect. |
EdgeSmoothness
|
Float | the smoothness of the edges of the voronoi cells. |
EdgeMetallic
|
Float | the metallicness of the edges of the voronoi cells. |
EdgeNormalStrength
|
Float | the normal strength of the edges on the voronoi cells. |