PBR

Parameters

$flags <int> = 0

flags

$flags_defined <int> = 0

flags_defined

$flags2 <int> = 0

flags2

$flags_defined2 <int> = 0

flags2_defined

$color <color> = [1 1 1]

color

$alpha <float> = 1.0

alpha

$basetexture <texture> = "shadertest/BaseTexture"

Base Texture with lighting built in

$frame <int> = 0

Animation Frame

$basetexturetransform <matrix> = center .5 .5 scale 1 1 rotate 0 translate 0 0

Base Texture Texcoord Transform

$color2 <color> = [1 1 1]

color2

$srgbtint <color> = [1 1 1]

tint value to be applied when running on new-style srgb parts

$basetexture2 <texture> = "shadertest/lightmappedtexture"

Blended texture

$frame2 <int> = 0

frame number for $basetexture2

$alphatestreference <float> = 0
$envmap <texture>

Set the cubemap for this material.

$envmapframe <int>

Frame number for $envmap.

$mraotexture <texture>

Texture with metalness in R, roughness in G, ambient occlusion in B.

$mraoframe <int>

Frame number for $mraotexture.

$mraotexture2 <texture>

Texture with metalness in R, roughness in G, ambient occlusion in B.

$mraoframe2 <int>

Frame number for $mraotexture2.

$emissiontexture <texture>

Emission texture

$emissionframe <int>

Frame number for $emissiontexture.

$emissiontexture2 <texture>

Emission texture

$emissionframe2 <int>

Frame number for $emissiontexture2.

$normaltexture <texture>

Normal texture (deprecated, use $bumpmap)

$bumpmap <texture>

Normal texture

$bumpframe <int>

Frame number for $bumpmap.

$bumpmap2 <texture>

Normal texture

$bumpframe2 <int>

Frame number for $bumpmap2.

$parallax <bool> = 0

Use Parallax Occlusion Mapping.

$parallaxdepth <float> = 0.0030

Depth of the Parallax Map

$parallaxcenter <float> = 0.5

Center depth of the Parallax Map

$mraoscale <color> = [1 1 1]

Factors for metalness, roughness, and ambient occlusion

$mraoscale2 <color> = [1 1 1]

Factors for metalness, roughness, and ambient occlusion

$emissionscale <color> = [1 1 1]

Color to multiply emission texture with

$emissionscale2 <color> = [1 1 1]

Color to multiply emission texture with

$hsv <color> = [1 1 1]

HSV color to transform $basetexture texture with

$hsv_blend <bool> = 0

Blend untransformed color and HSV transformed color

$brdf_integration <texture>
$envmapparallax <matrix> = [1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1]
$envmaporigin <vec3> = [0 0 0]

The world space position of the env_cubemap being corrected

$blendtintbymraoalpha <bool> = 0

Blend tint by the alpha channel in MRAO texture. Similar to $blendtintbybasealpha for VLG

$parallaxdither <bool> = 0

When enabled, apply dithering to parallax to improve quality

$parallaxscale <float> = 1

Multiply the number of parallax samples by this amount. DANGER: This can be EXPENSIVE!

$paintsplatnormalmap <texture> = "paint/splatnormal_default"

The paint splat normal map to use when paint is enabled on the surface

$paintsplatbubblelayout <texture> = "paint/bubblelayout"

The layout texture which defines the distribution of bubbles in the paint

$paintsplatbubble <texture> = "paint/bubble"

The normal mapped texture of a single bubble

$paintenvmap <texture> = "paint/paint_envmap_hdr"

Envmap that is consistent across all surfaces