The pbr-metal-rough is a PBR shader that use the Metallic/Roughness workflow.
- Ambient occlusion
- Base Color
- Specular Level
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.
If this parameter is set too low, it can produce visible UV seams on the mesh surface.
Fade specular reflections based on the horizon view angle. Requires a normal map in the Mesh map slots.
|Emissive Intensity||Brightness multiplier of the emissive channel. Useful to create very bright emissive colors to use with the Glare post-effect.|
|AO Intensity||Ambient 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 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 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.