The base map.
The displacement map.
The emissive color.
The emissive map.
The emissive strength, in the interval [0, inf].
The emissive strength, in the interval [0, inf].
The metallicness, in the interval [0, 1].
If a metallicness map is used then the metallicness scales the strength of the metallicness map. Otherwise, the metallicness specifies how metallic the material is. A value of zero specifies that the material is completely non-metallic. A value of one specifies that the material is completely metallic.
The metallicness, in the interval [0, 1].
If a metallicness map is used then the metallicness scales the strength of the metallicness map. Otherwise, the metallicness specifies how metallic the material is. A value of zero specifies that the material is completely non-metallic. A value of one specifies that the material is completely metallic.
The metallicness map.
The normal map.
The occlusion map.
The surface roughness, in the interval [0, 1].
If a roughness map is used then the roughness scales the strength of the roughness map. Otherwise, the roughness specifies the uniform surface roughness of the material. A value of zero specifies that the material is perfectly smooth. A value of one specifies that the material is perfectly rough.
The surface roughness, in the interval [0, 1].
If a roughness map is used then the roughness scales the strength of the roughness map. Otherwise, the roughness specifies the uniform surface roughness of the material. A value of zero specifies that the material is perfectly smooth. A value of one specifies that the material is perfectly rough.
The roughness map.
The shader program that renders the material.
Custom material.
Remarks
Custom materials are created through the editor, through scripting or by importing. They can be modified after creation and are stored inside the model.