![]() This attribute is stored linearly 0 being 100% AO and 255 being 0%.z) of the normal vector can be reconstructed using sqrt(1.0 - dot(normal.xy, normal.xy)). Ambient occlusion gets stored in the blue channel of the normal texture.The normal vector should be encoded in DirectX format (Y-) this is commonly referred to as top-down normals, which can be visibly characterized as having X/red pointing to the right, and Y/green pointing downward. The normal texture does not only contain the normal vectors, but also ambient occlusion and a height/displacement map. We chose to have porosity and subsurface scattering in the same channel.įinally, placing emission in alpha allows the texture artist to easily make the emissive map separate from the rest and then merge it with the specular texture as the alpha channel later, just like the height map in the normal texture. Assigning values for partial metals, while not realistic, could often be used to somewhat control F0.įor the rest, we only had two channels left for emission, porosity, and subsurface scattering, so two of them had to be stored in the same channel. Green represents metalness in most previous formats. ![]() Red represents smoothness in most previous formats, and there isn't a good reason to change that.Note that certain shader packs may not support these predefined metals, and will treat the entire range from 230 to 255 as though it had a value of 255.įor the red and green channels, it is fairly simple: This is less accurate, but often still gives decent results. In this case, the albedo will instead be used as the F0. If you want a metal that isn't among the predefined metals, you can also set the green channel to a value of 255. In these cases, the albedo is used to tint the reflections instead of being used for diffuse shading. ![]() In order to allow a more accurate representation of metals with the limited amount of information that can be provided, certain metals have been predefined and are selected by setting the green channel to specific values ranging from 230 to 254. The lower the value the less light it will emit, the higher the more luminescent it'll be, but never use a value of 255 since this will cause it to be ignored.
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