This is the Car Tyre shader for use on rubber parts of tyre only. 

This page gives technical definitions.  

Shader Name 

L2IBLCARTYRE

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.

Damage Blend (Default: On)


Enable or Disable the blending to a second set of albedo maps based on the wear of the tyre.

Wear Albedo Darkening (Default: On)

Allows the adjustment of Albedo and Roughness based on the Albedo Wear.

Ground Specular Damping (Default: On)

Dampen the specular effect at the base of the tyre where it meets the ground.

Tread Specular Damping (Default: Off)

Dampen the specular effect on the tread of the tyre. This should be enabled for close cockpit cars.

Unique AO Map (Default: On)

Allows an extra AO map which is always applied, and uses a unique set of UVW. This can be used to bake details which are unique of damage.

Debug Mode (Default: Off)

Allows the manual setting of tyre progress to allow artists to fine tune the maps. Do not save the material with this enabled.

Parameters

Material_Adjust

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

Wear_Darkening

Adjust the effect this has on the material:

Debug_Adjust

Textures

Name

UV

Type

Default File Types

Description

albedoRoughMapUV_ASRGB (Alpha linear)albr

Clean, default Albedo map, with roughness map in alpha channel. This is blended on a per vertex basis based on tyre wear with the Damage Albedo Map

Note the recommended SRGB albedo for rubber is a luminosity of 53. See PBR - Maps & Authoring

damageAlbedoRoughMapUV_BSRGB (Alpha linear)albrDamage Albedo map, with roughness map in alpha channel.
aoSpecularMapUV_ALinearaos

Clean default AO map. This is blended on a per vertex basis based on tyre wear with the Damage AO map.

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

The green channel is applied as a mask to AO.


normalMapUV_ALinearnm

Clean default Normal map. This is blended on a per vertex basis based on tyre wear with the Damage Normal map.

damageAoSpecularMapUV_BLinearaos

Damaged AO map.

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

The green channel is applied as a mask to AO.

damageNormalMapUV_BLinearnmDamaged Normal Map