PBS TriplanarMetallic
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A triplanar shader generates UVs and samples a texture by projecting in world space. The input texture is sampled 3 times, once in each of the world x, y and z axes, and the resulting information is planar projected onto the model, blended by the normal.
They are particularly useful for projecting a texture onto a cubical object without causing stretching of the texture.
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 | |
TextureOffset
|
Float2 | |
AlbedoColor
|
Color | |
AlbedoTexture
|
IAssetProvider<ITexture2D> | |
EmissiveColor
|
Color | |
EmissiveMap
|
IAssetProvider<ITexture2D> | |
NormalMap
|
IAssetProvider<ITexture2D> | |
NormalScale
|
Float | |
OcclusionMap
|
IAssetProvider<ITexture2D> | |
TriplanarBlendPower
|
Float | |
ObjectSpace
|
Bool | |
OffsetFactor
|
Float | |
OffsetUnits
|
Float | |
Culling
|
Culling | |
Transparent
|
Bool | |
RenderQueue
|
Int | |
Metallic
|
Float | |
Smoothness
|
Float | |
MetallicMap
|
IAssetProvider<ITexture2D> | |
_regular
|
IAssetProvider<Shader> | |
_transparent
|
IAssetProvider<Shader> |
Usage
Examples
Side-by-side comparison of two "tabletop" shaped cubes, one mapped with PBS Metallic (left) and the other with PBS Triplanar Metallic (right), showing the difference in texture rendering, especially on the shallow/long sides of the cube.