PBS DistanceLerpSpecular
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Works on meshes with dense vertices. Can apply tint based on distance to specified points, and also displaces the vertices in the mesh based on distance to specified points (possibly towards/away from the point).
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 | |
TextureScale
|
Float2 | An x/y-coordinate multiplier when translating between UV coordinates and XY coordinates in the textures. |
TextureOffset
|
Float2 | An x/y-coordinate offset when translating between UV coordinates and XY coordinates in the textures. |
AlbedoColor
|
Color | If an albedo texture is not provided, the constant albedo/diffuse color for the mesh. |
AlbedoTexture
|
IAssetProvider<ITexture2D> | An optional 2D texture to provide albedo/diffuse data to be UV-mapped onto the mesh. |
EmissiveColor
|
Color | If the emissive map is not provided, the constant emissive color for the mesh. |
EmissiveMap
|
IAssetProvider<ITexture2D> | An optional 2D texture to provide emission data to be UV-mapped onto the mesh. |
NormalMap
|
IAssetProvider<ITexture2D> | An optional 2D texture to provide normal data to be UV-mapped onto the mesh. |
NormalScale
|
Float | A multiplier for normal data. |
OcclusionMap
|
IAssetProvider<ITexture2D> | An optional 2D texture to provide occlusion data to be UV-mapped onto the mesh. |
GridSize
|
Float3 | |
GridOffset
|
Float3 | |
DisplaceFrom
|
Float | |
DisplaceTo
|
Float | |
DisplaceMagnitudeFrom
|
Float | |
DisplaceMagnitudeTo
|
Float | |
EmissionFrom
|
Float | |
EmissionTo
|
Float | |
EmissionColorFrom
|
Color | |
EmissionColorTo
|
Color | |
OverrideDisplacementDirection
|
Float3? | |
LocalSpace
|
Bool | |
Points
|
SyncList<Point> | A list of (global) positions and tints. The tint is applied to mesh vertices more or less depending on the mesh vertex's distance to the given point: larger distances means less tint. |
Culling
|
Culling | |
Transparent
|
Bool | |
OffsetFactor
|
Float | |
OffsetUnits
|
Float | |
RenderQueue
|
Int | |
SpecularColor
|
Color | |
SpecularMap
|
IAssetProvider<ITexture2D> | |
_regular
|
IAssetProvider<Shader> | |
_transparent
|
IAssetProvider<Shader> |
Usage
Examples
Neos VR Tutorial: PBS Distance Lerp Materials for Distance Based Visualizations by ProbablePrime