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UrhoPBRCoreData

PBR based shaders and some example techniques for Urho3D

For All Workflows

The PBR preprocessor definition is required. Use the IBL preprocessor definition for image based lighting. Use the AO preprocessor definition if including an ambient occlusion map

Specular Glossines or Specular Roughness workflows

For specular glossiness

Always use the SPECMAP preprocessor definition to use an RGB channels of Specular texture as specular color

For glossiness, use specular texture's Alpha channel to define glossiness (0 rough, 1 smooth).

Use ROUGHNESS preprocessor definition to use the specular texture's Alpha channel to define roughness (0 smooth, 1 rough).

Rough Metal or Glossy Metal workflows

Metalness is defined int he specular texture's G channel.

Use Roughness preprocessor defniition to use the R channel of the specular texture as roughness (0 smooth, 1 rough). Otherwise it will be treated as glossiness (0 rough, 1 smooth)

To use the R channel


Standard Specular Glossiness Example

Shader preprocess defines: PBR SPECMAP IBL AO

Specular texture: RGB = color, A = glossiness

Standard Roughness Metalness Example

Shader preprocessor defines: PBR ROUGHNESS IBL AO

Specular texture: R = roughness, G = metallness

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PBR based shaders and some example techniques for Urho3D

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