PBR
Parameters
flags
flags_defined
flags2
flags2_defined
color
alpha
Base Texture with lighting built in
Animation Frame
Base Texture Texcoord Transform
color2
tint value to be applied when running on new-style srgb parts
Blended texture
frame number for $basetexture2
Set the cubemap for this material.
Frame number for $envmap.
Texture with metalness in R, roughness in G, ambient occlusion in B.
Frame number for $mraotexture.
Texture with metalness in R, roughness in G, ambient occlusion in B.
Frame number for $mraotexture2.
Emission texture
Frame number for $emissiontexture.
Emission texture
Frame number for $emissiontexture2.
Normal texture (deprecated, use $bumpmap)
Normal texture
Frame number for $bumpmap.
Normal texture
Frame number for $bumpmap2.
Use Parallax Occlusion Mapping.
Depth of the Parallax Map
Center depth of the Parallax Map
Factors for metalness, roughness, and ambient occlusion
Factors for metalness, roughness, and ambient occlusion
Color to multiply emission texture with
Color to multiply emission texture with
HSV color to transform $basetexture texture with
Blend untransformed color and HSV transformed color
The world space position of the env_cubemap being corrected
Blend tint by the alpha channel in MRAO texture. Similar to $blendtintbybasealpha for VLG
When enabled, apply dithering to parallax to improve quality
Multiply the number of parallax samples by this amount. DANGER: This can be EXPENSIVE!
The paint splat normal map to use when paint is enabled on the surface
The layout texture which defines the distribution of bubbles in the paint
The normal mapped texture of a single bubble
Envmap that is consistent across all surfaces