PBR (Strata shader): Difference between revisions

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{{MatParam|$mraotexture2|texture|Defines an MRAO map to use for the blended texture. Needed for the texture to actually use PBR features. Metalness is on the red channel, roughness is on the green, and ambient occlusion is on the blue channel.}}
{{MatParam|$mraotexture2|texture|Defines an MRAO map to use for the blended texture. Needed for the texture to actually use PBR features. Metalness is on the red channel, roughness is on the green, and ambient occlusion is on the blue channel.}}
{{MatParam|$mraoframe2|int|Frame to use if $maraotexture2 is animated}}
{{MatParam|$mraoframe2|int|Frame to use if $maraotexture2 is animated}}
{{MatParam|$parallax|boolean|Enables parallax mapping on the material.}}
{{MatParam|$parallax|boolean|Enables parallax mapping on the material. Needs a heightmap embedded into the alpha channel of the Bumpmap to work}}
{{MatParam|$mraoscale|color|Specifies the strength of Metalness(R), Roughness(G), and Ambient Occlusion(B) for $mraotexture}}
{{MatParam|$mraoscale|color|Specifies the strength of Metalness(R), Roughness(G), and Ambient Occlusion(B) for $mraotexture}}
{{MatParam|$mraoscale2|color|Specifies the strength of Metalness(R), Roughness(G), and Ambient Occlusion(B) for $mraotexture2}}
{{MatParam|$mraoscale2|color|Specifies the strength of Metalness(R), Roughness(G), and Ambient Occlusion(B) for $mraotexture2}}
{{MatParam|$parallaxdepth|float|Defines the depth of the parallax map}}
{{MatParam|$parallaxdepth|float|Defines the depth of the parallax map. Essentially the intensity of the heightmap. 0.10 is a good start.}}
{{MatParam|$parallaxcenter|float|Defines the center of the parallax map. 0.5 is a good start}}
{{MatParam|$parallaxcenter|float|Defines the center of the parallax map. Essentially how deep the highest point is. This is often used to make the parallax mapping flush with a wall or floor, as if it is not flush it can visually extend past the floor, which can be very distracting. 0.5 is a good starting point.}}
{{MatParam|$blendtintbymraoalpha|bool|Blend tint by the alpha channel in MRAO texture. Similar to $blendtintbybasealpha for [[VertexLitGeneric|VLG]]}}
{{MatParam|$blendtintbymraoalpha|bool|Blend tint by the alpha channel in MRAO texture. Similar to $blendtintbybasealpha for [[VertexLitGeneric|VLG]]}}



Revision as of 07:37, 25 October 2023

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PBR is a s0 available in Strata Source Strata Source.

Warning.pngWarning:
  • The {{{game}}} parameter is inconsistent with the name defined by the {{Strata}} template. This can most likely be fixed by setting the value of the {{{game}}} parameter to Strata Source.
    If a parameter is consistent but you're still seeing this warning, it may be an issue with the template itself. Please discuss it on the template's talk page.

It uses many different texture maps to create a more accurate simulation of light.

Note.pngNote:Similar unrelated PBR-based shaders are also used in Titanfall branch Titanfall branch and Source 2 Source 2.

Supported Parameters

Basics

$basetexture $basetexture2

Appearance

$basetexturetransform $color $color2 $frame $frame2 $srgbtint

Flashlight

$flashlighttexture $flashlighttextureframe

PBR

$mraotexture $mraoframe $mraotexture2 $mraoframe2 $parallax $mraoscale $mraoscale2 $parallaxdepth $parallaxcenter $blendtintbymraoalpha

Portal 2: Community EditionPaint

$paintsplatnormalmap $paintsplatbubblelayout $paintsplatbubble $paintenvmap

Lighting

$bumpmap $bumbframe $bumpmap2 $bumpframe2 $normaltexture $emissiontexture $emissionframe $emissiontexture2 $emissionframe2 $emissionscale $emissionscale2 $hsv $hsv_blend

Reflection

$envmap $envmapparallax $envmapframe $envmaporigin $bdrf_integration

Transparency

$alpha $alphatestreference

%keywords - A list of keywords separated by commas. Examples of keywords are: architectural,brown,gray,grime,hanger,industrial,metal,modern,shed,urban,wall,floor

See Also