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DamagedHelmet.material
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import glTF2/PBR from glTF2_PBR.material
import Filament from filament.material
material DamagedHelmet : glTF2/PBR
{
set $Albedo Default_albedo.jpg
set $AmbientOcclusion Default_AO.jpg
set $Normal Default_normal.jpg
set $Emissive Default_emissive.jpg
set $MetalRoughness Default_metalRoughness.jpg
set $IBL_Diffuse studio_garden_diffuse.png
set $IBL_Specular studio_garden.jpg
}
material DamagedHelmet_Filament : Filament
{
set $Albedo Default_albedo.jpg
set $AmbientOcclusion Default_AO.jpg
set $Normal Default_normal.jpg
set $Emissive Default_emissive.jpg
set $MetalRoughness Default_metalRoughness.jpg
set $IBL_SPECULAR studio_garden.jpg
}
material DamagedHelmet_RTSS {
technique
{
pass
{
// ignored - just in case you want to try the FFP look
ambient 0.8 0.8 0.8 1.0
diffuse 0.64 0.64 0.64 1.0
specular 0.64 0.64 0.64 256
// albedo - simple
texture_unit
{
texture Default_albedo.jpg
}
// emissive - also see rtshader_system section below
texture_unit
{
texture Default_emissive.jpg
colour_op add
}
// additional maps - requires RTSS
rtshader_system
{
lighting_stage metal_roughness texture Default_metalRoughness.jpg
lighting_stage normal_map Default_normal.jpg
texturing_stage late_add_blend // needed for emissive to work
// texture not generated by cmgen, so scale it up as a hack
image_based_lighting texture studio_garden.jpg luminance 4.0
}
}
}
}