For the complete documentation index, see llms.txt. This page is also available as Markdown.

Material Definition Changelog

All notable changes to this project will be documented in this file.

The format is based on Keep a Changelog, and this project adheres to Semantic Versioning.

[Unreleased]

[1.2.0] - 2019-07-24

Changed

  • Moved to repository

  • Switched to changelog markdown

  • Re-defined basecolor to be in sRGB color space

  • Set default basecolor to be 0.9 (which is 0.79 in linear space, a very bright white)

  • Re-defined "alpha" as opacity factor Already was treated like it in three.js implementations, but not in Unity. Trying to remove discrepancies.

  • Re-defined RGBA texture mapping's alpha channel to be alpha (in terms of opacity). Used for alpha clipping/testing as well

Added

  • Texture mapping ORM: combined occlusion, roughness, metallic texture

  • Transmission factor and IOR to allow specular transmissive materials (glass) Note: No explicit transmission color. The base color is used.

  • Added occlusion strength (used in real-time when occlusion textures are present)

Removed

  • Removed obsolete specular factor Referred to the specular-glossiness workflow, which is not supported

[1.1.0] 2018-12-10

Added

  • alphaCutoff

  • doubleSided

Changed

  • Declared specular workflow obsolete

[1.0.0] - Initial Version

Added

  • Material properties

    • basecolor

    • roughness

    • metallic

    • alpha

    • specularity

  • Texture properties

    • id

    • material

    • width

    • height

    • mapping (RGB,RGBA,XYZ)

    • url

    • mmWidth

    • mmHeight

Last updated