csharp
public record class MetalRoughnessFeatureThe metalness/roughness workflow: one base colour, one metalness, one roughness.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
The industry default, and the reason it is: a conductor's diffuse response is zero and its specular response is tinted, while a dielectric is the other way round, so one parameter selects between the two ends and the shader derives both channels from it.
Fields and properties (4)
public Vector3 BaseColorAlbedo for a dielectric, specular tint for a conductor. Linear.
public float MetalnessHow much of a conductor this is, 0..1.
public float RoughnessPerceptual roughness, as authored.
public string ShaderNameThe Raven shader implementing this feature, from Raven/Library/Material.
Methods (1)
public void Compile(MaterialCompilationContext context)Writes this feature's parameters, and fills any slots of its own.
Used by (14)
- ArenaThirdPersonShooter
- AssetMaterialSourceTestsVixen.Engine.Renderer.Tests
- ClusteredShadingDeviceTestsVixen.Graphics.Golden.Tests
- DistanceFieldDeviceTestsVixen.Graphics.Golden.Tests
- IrradianceBounceDeviceTestsVixen.Graphics.Golden.Tests
- IrradianceShadingDeviceTestsVixen.Graphics.Golden.Tests
- MaterialCompilerTestsVixen.Rendering.Tests
- MaterialReflectionTestsVixen.Rendering.Tests
- MaterialSurfaceVixen.Rendering
- MaterialSurfaceTestsVixen.Rendering.Tests
- TypeRegistrationVixen.Rendering
- Vixen_Rendering_Materials_MetalRoughnessFeatureSerializerVixen.Rendering
- MaterialImporterTestsVixen.Editor.Assets.Tests
- MaterialTestsVixen.Editor.AssetEditors.Tests