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@@ -13,7 +13,7 @@
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<h1>[name]</h1>
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<h1>[name]</h1>
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<div class="desc">
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<div class="desc">
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- A standard physically based material.<br /><br />
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+ A standard physically based material, using Metallic-Roughness workflow.<br /><br />
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Physically based rendering (PBR) has recently become the standard in many 3D applications, such as
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Physically based rendering (PBR) has recently become the standard in many 3D applications, such as
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[link:https://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/ Unity],
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[link:https://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/ Unity],
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@@ -188,11 +188,13 @@
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<h3>[property:Float metalness]</h3>
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<h3>[property:Float metalness]</h3>
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<div>
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<div>
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- How much the material is like a metal. Non-metallic materials such as wood or stone use 0.0, metallic use 1.0, nothing in between. A value between 0.0 and 1.0 could be used for a rusty metal look.<br />
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+ How much the material is like a metal. Non-metallic materials such as wood or stone use 0.0, metallic use 1.0, with nothing
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+ (usually) in between. Default is 0.5. A value between 0.0 and 1.0 could be used for a rusty metal look. If metalnessMap is
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+ also provided, both values are multiplied.
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</div>
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</div>
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<h3>[property:Texture metalnessMap]</h3>
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<h3>[property:Texture metalnessMap]</h3>
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- <div>The red channel of this texture is used to alter the metalness of the material.</div>
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+ <div>The blue channel of this texture is used to alter the metalness of the material.</div>
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<h3>[property:boolean morphNormals]</h3>
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<h3>[property:boolean morphNormals]</h3>
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<div>
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<div>
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@@ -220,11 +222,12 @@
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<h3>[property:Float roughness]</h3>
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<h3>[property:Float roughness]</h3>
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<div>
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<div>
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- How rough the material appears. 0.0 means a smooth mirror reflection, 1.0 means fully diffuse.
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+ How rough the material appears. 0.0 means a smooth mirror reflection, 1.0 means fully diffuse. Default is 0.5.
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+ If roughnessMap is also provided, both values are multiplied.
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</div>
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</div>
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<h3>[property:Texture roughnessMap]</h3>
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<h3>[property:Texture roughnessMap]</h3>
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- <div>The red channel of this texture is used to alter the roughness of the material.</div>
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+ <div>The green channel of this texture is used to alter the roughness of the material.</div>
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<h3>[property:Boolean skinning]</h3>
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<h3>[property:Boolean skinning]</h3>
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<div>Define whether the material uses skinning. Default is false.</div>
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<div>Define whether the material uses skinning. Default is false.</div>
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