PBS Specular

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PBS_Specular component as seen in the Scene Inspector

Intoduction

Usage

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
_shader Shader
TextureScale Float2
TextureOffset Float2
DetailTextureScale Float2
DetailTextureOffset Float2
AlbedoColor Color
AlbedoTexture ITexture2D
EmissiveColor Color
EmissiveMap ITexture2D
NormalScale Float
NormalMap ITexture2D
HeightMap ITexture2D
HeightScale Float
OcclusionMap ITexture2D
DetailAlbedoTexture ITexture2D
DetailNormalMap ITexture2D
DetailNormalScale Float
BlendMode BlendMode
AlphaCutoff Float
OffsetFactor Float
OffsetUnits Float
RenderQueue Int
SpecularColor Color
SpecularMap ITexture2D

Behavior

Specular Maps

This Material type uses a specular map for determining:

  • Specularity
  • Smoothness

This information is packed into the Specular map using the following pattern:

  • RBG: Specularity
    • Non-Metals are Dark Grey
    • Metals usually match the color of the metal you're after such as Iron being a Brighter Grey.
  • Alpha: Smoothness
    • High Alpha means High Smoothness
    • Low Alpha is Low Smoothness

Neos uses the Unity Standard Shader Maps for this Material, for more information please see this guide for more information.

Examples

Further Reading

  • PBS Metallic - Documentation on Neos' PBS Metallic Material. This is often paired or compared to PBS Specular.