$mraotexture

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Revision as of 10:33, 24 October 2023 by Equalizer5118 (talk | contribs)
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An example of an MRAO map
A roadmap of a standard PBR texture (With a heightmap embedded into the Normal map) [click to enlarge]

$mraotexture is a s2 available in Strata Source Strata Source, Titanfall branch Titanfall branch, and Hunt Down the Freeman Hunt Down the Freeman.

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  • 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 is available exclusively for the PBR shader to define the MRAO map to use for the Physically Based Rendering effects.

Physically Based Rendering

Physically Based Rendering is a photorealistic shading technique that takes lighting information about the metalness, roughness, and ambient occlusion of a texture and then renders lighting in a realistic manner. Most modern game engines utilize PBR for most of their textures, and unfortunately due to the Source Source engine's age, it is not supported by all the official Valve branches. However, some third party games and engine branches support this shader.

What is an MRAO map?

An MRAO (M etalness, R oughness, Ambiemt Occlusion) map is a texture that contains lighting information on the metalness, shininess, and self-shadowing of the diffuse (a.k.a base, albedo) texture through the intensity of the RGB channels. This reduces the amount of texture maps needed for one PBR material from 5 to 3, reducing file space and memory cost. However, image editing programs often do not have an easy way to make these textures. Thankfully, there are a couple of methods to create these textures that work.

User:Equalizer5118/Adding PBR Textures to Supported Games/en

See Also

External Links