Include CommonSurfaceShader in the official X3D specification - michaliskambi/x3d-tests GitHub Wiki

This was an old plan, it is no longer relevant. Our Material extensions done in X3D 4.0 (every parameter can be customized by a texture) replace the CommonSurfaceShader, in a better way (and are consistent with PhysicalMaterial and UnlitMaterial). See X3D version 4: New features of materials, lights and textures.

Old idea (no longer relevant): Include CommonSurfaceShader in the official X3D specification

The CommonSurfaceShader node allows to easily use bump mapping, specular maps and other modern material features in X3D.

About CommonSurfaceShader:

CommonSurfaceShader also "covers" many use-cases where one may wonder about using shaders and multi-texturing. So it also makes explicit shader code less necessary (mitigating the need for "Programmable Shaders" component and my "Compositing shaders" extensions). They also make X3D multi-texturing nodes less necessary (mitigating the need to fix existing multi-texturing problems).