IBL Standard Shader

This is the standard shader that can be used in most areas of the game.

This page gives technical definitions.  For usage guide see: PBR - Using Standard Shader

Shader Name 

L2IBLSTANDARD

Configuration

Please note UV_A, UV_B, UV_C or UV_D refers to as specified in the gTexture slot in 3ds Max. There is a full explanation of this here.

Albedo Map

  • Map: Enable or Disable the base Albedo Map.
  • UV: UV_A, UV_B, UV_C, UV_D or WorldPlanar

Detail Map

The Detail map can be applied to various data output. These options are configured further in the parameters section.

  • Map: Enable or Disable the Detail Map.
  • UV: UV_A, UV_B, UV_C, UV_D or WorldPlanar
  • Albedo: Enable Detail RGB to the Albedo output.
  • Spec: Enable Detail Alpha to the Specular output.
  • AO: Enable Detail Alpha to Ambient Occlusion output.
  • Metallic: Enable Detail Alpha to Metallic output.
  • Roughness: Enable Detail Alpha to Roughness output.
  • Normal: Enable Detail Alpha to the Normal output.

AO Specular Map

  • Map: Enable or Disable the AO Specular map.
  • UV: UV_A, UV_B, UV_C, UV_D or WorldPlanar
  • Alt Map: Enable or Disable the secondary AO Specular map. This map is multiplied on to the first and allows for low and high frequency ao.
  • UV: UV_A, UV_B, UV_C, UV_D or WorldPlanar

Metal Rough Map

  • Map: Enable or Disable the Metal Rough map.
  • UV: UV_A, UV_B, UV_C, UV_D or WorldPlanar
  • Roughness Alb.A: Use Albedo alpha channel for Roughness input. (Only available when Metal Rough map is disabled).

Normal Map

  • Map: Enable or Disable the Normal map.
  • UV: UV_A, UV_B, UV_C, UV_D or WorldPlanar

Emissive / Retro Reflector

  • Emissive: Enable / Disable or Night Time only Emissive functionality.
  • Retro Reflector: Enable or Disable increased reflectivity from car headlights.
  • Mask Map: Disable or choose between two mask options. RG or RGBA. RetroReflector is masked by the Red chanel and the Alpha channel respectively, the Emissive functionality is masked by the Green channel or the RGB channels. The first option is just two straight greyscale masks, the second option allows you to have colour information in the emissive map.
  • UV: UV_A, UV_B, UV_C, UV_D or WorldPlanar

Translucency

These settings are experimental. They maybe removed. Translucency allows for a simplified version of back-lighting on objects. Useful for terrain and trees.

  • Translucency: Enable or Disable Translucency on Albedo Maps.
  • Use Albedo Alpha: Uses 0.0 to 0.25 of the Albedo Alpha Channel as an opacity map and 0.25 to 0.75 as a thickness map
  • Basic Blend: Use a simplified algorithm which just lerps to lit on edges.

General Configuration

  • Receive Shadows: Enable or Disable receiving shadows.
  • Billboard: Enable Billboarding with either default or pointy normals.
  • Vertex Color: Disable, AlbedoMultiply. AlbedoOverlay, AlbedoMultiply (Mask by Albedo Alpha), AlbedoOverlay (Mask by Albedo Alpha)
  • Vertex Alpha: Disable, FakeShadows or DetailBlend

Parameters

Base_Material

The Base Material parameter section allows the setting of static values when the map for one of the following is disabled in the Shader Configuration.

  • Albedo (Color)
  • AO
  • Specular
  • Metallic
  • Roughness

UV_Scale

This dialogue allows the scaling of the selected UV for any maps present.

Material_Adjust

This section allows the adjustment of final output of the material. 

  • AlbedoTint
  • ReflectionAt0Angle
  • Specular: 1.0 is recommend default for most materials. For natural materials this may need reducing to around 0.5 depending on the nature of your specular maps.
  • Metallic: Adjust overall Roughness, lower than 0.5 makes surfaces less metallic. Above 0.5 makes surfaces more metallic.
  • Roughness: Adjust overall Roughness, lower than 0.5 makes surfaces smoother. Above 0.5 makes surfaces rougher.
  • NormalShadowInflunce: Adjust the amount of influnce the normal map has on shadows cast onto this surface.

Detail

This section allows the configuration of how the Detail Alpha Channel effects each output.

For the RGB you can choose to use it as a detail map centred around 0.5, or use the alpha to just blend the decal in.

For each of Specular, AO, Metallic, Roughness and Normal you can setup a static base value, and then a blend value.

The blend setting acts as a multiplier onto the alpha channel to scale down the strength of the effect on a per data channel basis.

Emissive

Here we can configure in more detail the Emissive settings, setting up the strength of the effect and giving it a colour.

  • Colour: A static colour to be applied to the effect

  • Scalar: Configure the intensity of the effect

Retro Reflector

Here we can configure the Retro Reflector effect, which allows us to set the brightness of reflected light from headlights.

  • Colour: A static colour to be applied to the effect

  • Scalar: Configure the intensity of the effect

Translucency

  • Power: Adjust how broad or refined the effect is.
  • Scale: Adjust the overall strength of the effect.

Textures

Name

Default

Type

Default File Types

Description

albedoMapEnabledSRGB (Alpha linear)alb or albaAlbedo map, with optional opacity mask in alpha channel.
detailMapDisabledSRGB / Lineardc or dca (sRGB) / ov or ova (Linear)Detail map which is configured to effect other data. RGB applies to albedo with either a simplified overlay function or it can be blended in via alpha channel. Alpha channel acts as a mask to a multiply on other data using static values.
aoSpecularMapEnabledLinearaos

The red channel is applied as a mask to Specular output.

The green channel is applied as a mask to AO.

metalRoughMapEnabledLinearmr

The red channel is applied as a metallic mask.

The green channel is applied to as a roughness mask.

normalMapEnabledLinearnm


emissiveMapDisabledLinearem or ema

When the Emissive Mask Map setting is set to:

  • Mask_RG (em) is used a single greyscale channel mask for the Emissive (Green Channel) and Retro Reflector (Red Channel) functionality.
  • Mask_RGBA (ema) is used as a colour mask for the Emissive map, and the Retro Reflector settings can be masked out by the alpha channel.

This map is optional and you can apply the effects uniformly across the object with out it if you wish.

altAoSepcularMapDisabledLinearaos

This map is multiplied on to the first AO Spec Map and allows for low and high frequency ao.

The red channel is applied as a mask to Specular output.

The green channel is applied as a mask to AO.