pbr Material Type - PrismaticFlower/shaderpatch GitHub Wiki
This material type unsurprisingly implements Phsyically Based Rendering using a Metallic-Roughness model. In order for it to render correctly Shader Patch's Effects System must be active with HDR rendering enabled. It has three core variations, each describe below. This is not a guide to Phsyically Based Rendering, for that you'll have to look elsewhere I'm afraid.
Since they are mostly used for conveying lighting information pbr
materials always ignore vertex colours as using them would break the "phsyically based" aspect.
Material Properties
NoMetallicRoughnessMap
Disable usage of the MetallicRoughnessMap.
Type: bool
Default: false
BaseColor
Base colour multiplier.
Type: vec3
Default: [1.0, 1.0, 1.0]
Metallicness
Metallicness multiplier, when NoMetallicRoughnessMap is true becomes the only Metallicness value.
Type: float
Default: 0.0
Roughness
Roughness multiplier, when NoMetallicRoughnessMap is true becomes the only Roughness value.
Type: float
Default: 1.0
UseEmissiveMap
Enables or disables using an EmissiveMap.
Type: bool
Default: false
EmissivePower
Value controlling how much to increase or decrease the brightness of emissive textures. 0.0
is no change.
Type: float
Default: 0.0
Texture Properties
BaseColorMap
Base colour map. Should use BC7
or BC7_ALPHA
format. (See here.) If the texture is being used in a transparent material then PremultiplyAlpha
should be true
. sRGB
should always be true
.
NormalMap
Normal map. Should use BC5
format.
MetallicRoughnessMap
Metallic roughness map. Metallic Map in red channel and Roughness Map in green channel. Should use BC5
format.
AOMap
Ambient occlusion map. Should use BC4
format.
EmissiveMap
The emissive map. Format Should be BC7
or BC6H_UF16
. sRGB
should be true
if the format is BC7
.