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| Colors are used in RGB order, each value has a range of 0.0 to 1.0. |
| key | Description |
|---|---|
| tag | The tags added to the material can be used for filtering. |
| name | Name of the material. |
| description | Description to explain what the material is used for. |
| license | Licence of the material (optional). |
| author | Author of the material (optional). |
| ambientColor | Grey-scale (3 identical values for red, green and blue), used with no ambient occlusion map. |
| diffuseColor | Base color used as RGB, used when no diffuse texture is given. |
| emissiveColor | Emission color used as RGB, used when no emission texture is given and emission color is not black. |
| aomapTexture | Ambient occlusion texture, a method to use ambient light, this is usually a grey map. So only one channel is used. |
| diffuseTexture | Diffuse texture for the used colors (optional). |
| emissiveTexture | Texture for illumination (optional). |
| metallicRoughnessTexture | A standard method using green channel for roughness and blue channel for metallic entry. |
| normalmapTexture | Normal map to simulate higher detail by colors. |
| aomapIntensity | Intensity of the ambient occlusion map, without map ambient occlusion from a grey-scale 1.0 is normal, up to 2.0 |
| emissiveFactor | Intensity of light. 0-255 will be recalculated to 0-1. |
| metallicFactor | metallic factor of a material, in case of a given texture it is 1.0 which is the value how much the metallic texture is used. |
| normalmapIntensity | Intensity of the normalmap. |
| roughnessFactor | Roughness factor of a material, in case of a texture it is 1.0 which is the value how much the roughness texture is used. |
| colorationMethod | Used to easily recolor assets. 0: off, 1: hue-to-fixed, 2: desaturate + color multiply. |
| colorationColor | Color used as RGB for coloration. |
| shader | shader type, available are pbr, toon, phong and litsphere. |
| shaderParam litsphereTexture | A default litsphere map for litsphere shader, no effect for other shaders. |
| alphaToCoverage | Parameter to be used when having multiple transparent layers (classical used for hair). |
| transparent | Shader should use alpha channel, because material is transparent. |
| backfaceCull | Material used for front and backside (false: both sides are visible). |