Tuesday, March 28, 2017

Substance Designer/Painter Usages

Type Identifier Usage
Ambient Occlusion ambient_occlusion ambientOcclusion
Anisotropy Angle anisotropyangle anisotropyangle
Anisotropy Level anisotropylevel anisotropylevel
Base Color basecolor basecolor
Color ID id colorID
Curvature curvature curvature
Diffuse diffuse diffuse
Height height height
IOR ior ior
Metallic metallic metallic
Normal normal normal
Position position position
Reflection reflection reflection
Roughness roughness roughness
Specular specular specular
Specular Level specularlevel specularlevel
Thickness thickness thickness
Transmissive transmissive transmissive
User 0 user0 user0
User 1 user1 user1
User 2 user2 user2
User 3 user3 user3
User 4 user4 user4
User 5 user5 user5
User 6 user6 user6
User 7 user7 user7
World space normals world_space_normals normalWS

Wednesday, March 8, 2017

Unity Shader Property Names

Legacy

  • _MainTex (Texture, diffuse color in the RGB channels, transparency in the A channel)
  • _Color (Color, diffuse color tint. This is multiplied by _MainTex)
  • _SpecMap (Texture, specular map)
  • _SpecColor (Color, specular color tint)
  • _Shininess (Value or Slider, controls glossiness)
  • _BumpMap (Texture, normal map)
  • _TransparencyLM (Texture, rgb channels define colored transparency)
  • _Illum (Texture, for emissive materials. This will be a mask of _MainTex * _Color)

Standard

  • Albedo  (diffuse color)
  • Normal (tangent space normal, if written)
  • Emission
  • Specular (specular power in 0..1 range)
  • Gloss (specular intensity)
  • Alpha (alpha for transparencies)

Physical (metallic)

  • Albedo (base - diffuse or specular - color)
  • Normal (tangent space normal, if written)
  • Emission
  • Metallic (0=non-metal, 1=metal)
  • Smoothness (0=rough, 1=smooth)
  • Occlusion (occlusion - default 1)
  • Alpha (alpha for transparencies)

Physical (specular)

  • Albedo (diffuse color)
  • Specular (specular color)
  • Normal (tangent space normal, if written)
  • Emission
  • Smoothness (0=rough, 1=smooth)
  • Occlusion (occlusion  - default 1)
  • Alpha (alpha for transparencies)