Vixen
02b45cc4
csharp
public record class MetalRoughnessFeature

The 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 BaseColor

    Albedo for a dielectric, specular tint for a conductor. Linear.

  • public float Metalness

    How much of a conductor this is, 0..1.

  • public float Roughness

    Perceptual roughness, as authored.

  • public string ShaderName

    The Raven shader implementing this feature, from Raven/Library/Material.

Methods (1)

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