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[IGNORE] pbr shader docs
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= GameDev PBR Shader =
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#type: node
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#context: sop
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#internal: gamedev::mat_gamedev_shader
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#icon: VOP/pbrmetallic
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#tags: tech, model, gamedev
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""" Physically Based Viewport Shader """
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This shader was developed as the precursor for the new High Quality Lighting shader in Houdini 17.5 a lot of the calculations are the same with a few differences
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* Ambient Occlusion Map Support
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* Realtime Environment Cube Map Blurring
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@parameters
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== Surface ==
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=== Albedo ===
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Base Color:
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Basic Tint on the Albedo, defaults to .8 to avoid pure whites.
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Use Texture:
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Enable AO Map
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Texture:
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Albedo Map
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=== Roughness ===
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IOR:
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Index of Refraction, similar to the base PBR value of 0.04. High Values refract more light
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Note:
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Formula used to convert ior to spec is
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`pow((ior-1)/(ior+1),2)`
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Roughness:
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Multiplier over the roughness texture
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Horizon Smoothing:
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Fade the lighting at steep glancing angles in order to reduce light bleeding (Not reflected in Mantra)
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Invert Roughness:
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Inverts the roughness so it behaves like Gloss (Not reflected in Mantra Shader)
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Use Texture:
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Enable Roughness Map
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Texture:
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Roughness Map
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Channel:
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Which channel from the texture to use as roughness. Helpful if you have packed textures.
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=== Metallic ===
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Metallic:
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1 means fully metallic, 0 means dialetric. Generally speaking in between values shouldn't exist in the real world.
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Use Texture:
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Enable Metallic Map
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Texture:
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Metallic Map
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Channel:
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Which channel from the texture to use as metallic. Helpful if you have packed textures.
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=== Normal ===
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Enable:
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Enable Normal Mapping
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Texture Path:
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Path for the Normal Map Texture
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Effect Scale:
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Strength Multiplier
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Flip X:
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Invert the Red Channel
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Flip Y:
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Invert the Green Channel
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Use Model's Tangent :
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Use the Model's TangentU Attribute for MikkT Calculations
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=== Occlusion ===
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Occlusion:
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Controls the intensity of the AO map
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Use Texture:
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Enable Ambient Occlusion Map
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Texture:
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Ambient Occlusion Map
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Channel:
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Which channel from the texture to use as Ambient Occlusion. Helpful if you have packed textures.
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=== Emissive ===
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Emission Intensity:
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How Strong is the emissive(glowing) parts
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Emission Color:
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The color of the glow
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Use Texture:
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Enable Emissive Map
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Texture:
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Emissive Multiplier (Mask w/ Color)
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=== Transparency ===
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Transparency:
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Toggle alpha (transparency)
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== Advanced ==
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Importance Sampled Ambient:
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Use a fancier way of sampling the diffuse information from Environment Lights
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Number of Diffuse Samples:
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Number of Samples of the Environment Light during diffuse calculations
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Importance Sampled Reflections:
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Realtime blurring of the cubemap based on the roughness of the object
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Number of Specular Samples:
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Number of Samples of the Environment Light during specular calculations
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Shade Both Sides As Front:
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Reverses the backsides to ensure they are shaded like the front
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