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- //IBL Standard
- 1-albedoMap(diffusemap)
- 2-decalMap(diffusemap) rgb-? a-yes,use as normal. An overlay texture, channel 2? Only works if you export an IBL standard shader with map on channel 2.
- 3-aoSpecularAMap(bumpmap) r-ao? g-spec? b-
- 4-metallicRoughnessMap(bumpmap) r-metal? g-rough? b-
- 5-normalMap(bumpmap) no blue channel, maybe another normal map on a different channel
- 6-aoSpecularBMap(bumpmap) maybe a second ao map on another channel
- 7-functionMap(bumpmap) - leave empty
- no blue channel?
- xxx_UV number = channel(0=1,1=2,etc)?
- //IBLRoadBasic
- albedoRoughMap- rgb-Colour Alpha-Roughness
- overlayMap- mult map with roughness alpha? 2k image now
- grooveMap- r-colour? g-roughness? b-empty
- marbleDustMaskMap- r-colour? g-roughness? b-empty
- aoSpecularMap- r-ao g-spec? b-empty
- overlayWetMaskMap- r- g- b-empty
- sBlurredRefTexture- Empty
- //TerrainBasic - I think it's the same as the old shader, with vert channels etc
- albedoRoughAMap(diffusemap): 1st grass tex, rough in alpha
- albedoRoughBMap(diffusemap): 2nd grass tex, rough in alpha
- functionMap(bumpmap): Maybe mult map for 1st and 2nd grass?
- mixSpecularMap(bumpmap): Mix map, no blue,
- albedoRoughCMap(diffusemap): 3rd grass tex, rough in alpha
- normalAMap(bumpmap): 1st and 2nd grass normal
- normalBMap(bumpmap): 3rd grass normal
- //Carbody
- baseCoatRoughness- reflection %, 0 full, 1 nothing
- baseCoatSpecStrength- brightness of reflections, don't go above 1
- clearCoatSpecStrength- reflection % again, I guess over the base
- clearCoatRoughness- clearness of cube map, anything other than 0 is blurred
- clearCoatRefractiveIndex- Higher numbers make chrome effect
- baseCoatRefractiveIndex- Brightens reflection?
- lacquerColour-
- metallicFlakeColour-
- metallicPaintStrength-
- metallicFlakeStrength-
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