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Metallic
This cubemap will be used as a fallback when a map does not have reflection probes or a skybox from which to draw reflections.
This forces the use of the baked cubemap rather than attempting to use a cubemap within the present scene.
Forces reflections to be purely additive rather than multiplicative. This can be used with very dark materials or cubemaps that are being used for glossy effects.
Controls the areas that are set to metallic.
How metallic a material is. Generally set to 0 or 1, an in between value can represent something like plastic.
How smooth specific parts of a material are.
Some smoothness maps are actually roughness maps and may require inversion to function properly.
How blurred the reflection becomes on a material. 0 = No reflection visible. 1 = Mirror like reflections.