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.