Bug: This shader won't receive light properly from
env_projectedtextures like the player's flashlight, instead making the material appear pure black. If the player is allowed to use a flashlight, the best case scenario is to only use this shader on props in lit up areas. This shader applied to weapon view models is safe from this however.
- Diffuse texture.
- Normal mapping. Bug: Animated bump maps aren't possible as the shader lacks the
- Color tinting.
- Detail texturing.
- Specular reflections.
- Alpha testing.
- Enables use of the green channel of
- Despite the name, this is a mask that defines the metalness of the material.
- Enables PBR reflections.
- A mask for specular and glossiness.
$pbrmust be enabled to work.
- Enables a asperity/fuzz scattering pass on the material.
- Multiplier for the fuzz effect, default is 1.0.
- Multiplier for roughness. To do: More detail, what is roughness?
- Enables subsurface scattering on the material. To do: More detail.
- Enabling disables
$envmapreflections. The shader will use
$envmapby default even if it isn't specified, unless this is enabled.
Configuring the masks
The RGB channels of
$phongexponenttexture is configured as follows:
|Red||Glossiness (roughness inverted)|
|Blue||Sub-surface scattering mask|
$metal must be set to
1 in order to use the green channel.
$detailnormaluse the inverse of the blue channel.
The RGB and alpha channels of
$masks is configured as follows:
$pbr must be enabled to make use of
WorldGGX, similar shader used for brushes and displacements.