Material Definition Changelog
Last updated
Last updated
All notable changes to this project will be documented in this file.
The format is based on , and this project adheres to .
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
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 obsolete specular
factor Referred to the specular-glossiness workflow, which is not supported
alphaCutoff
doubleSided
Declared specular workflow obsolete
Material properties
basecolor
roughness
metallic
alpha
specularity
Texture properties
id
material
width
height
mapping (RGB,RGBA,XYZ)
url
mmWidth
mmHeight