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 |
Tuesday, March 28, 2017
Substance Designer/Painter Usages
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)
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