The pbr-metal-rough is a PBR shader that use the Metallic/Roughness workflow.

Supported Channels

  • Ambient occlusion
  • Base Color
  • Height
  • Roughness
  • Metallic
  • Normal
  • Specular Level
  • Emissive
  • Scattering

Shader Parameters

Common Parameters


Controls the quality of the specular reflection in the viewport. A high value will produce more accurate results but will be more expensive to compute and therefore slower to render in the viewports.

Possible values:

  • Very low (4 samples per pixel)
  • Low (16 samples per pixel) - default
  • Medium (32 samples per pixel)
  • High (64 samples per pixel)
  • Very High (128 sample per pixel)
  • Ultra (256 samples per pixel)

If this parameter is set too low, it can produce visible UV seams on the mesh surface.

Horizon Fading

Fade specular reflections based on the horizon view angle. Requires a normal map in the Mesh map slots.

Emissive IntensityBrightness multiplier of the emissive channel. Useful to create very bright emissive colors to use with the Glare post-effect.
AO IntensityAmbient Occlusion intensity when multiplied over the lighting of the viewport.

Parralax Occlusion Mapping


If checked, enable the effect.


Amount of the parallax effect to create.

Minimum Samples

Minimum amount of pixels to sample when applied the parallax effect. Raising the minimum value can be beneficial when looking at planar surfaces with a low angle. However in some other cases using lower values can help.

Maximum Samples

Maximum amount of pixels to sample when applied the parallax effect. Higher values will improve the look of the effect but will cost more performances.

Subsurface Scattering Parameters

See the Subsurface Scattering documentation for more details on these parameters.