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

Detail Map

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

AO Specular Map

Metal Rough Map

Normal Map

Emissive / Retro Reflector

Translucency

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

General Configuration

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.

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. 

Detail

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

Retro Reflector

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

Translucency

Textures

NameDefaultTypeDefault File TypesDescription
albedoMapEnabledSRGB (Alpha linear)alb or albaAlbedo map, with optional opacity mask in alpha channel.
detailMapDisabledLineardc or dcaDetail map which is configured to effect other data. RGB applies to albedo with a simplified overlay map function. Alpha channel acts as a mask to a multiply on other data.
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.