9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
74 lines
1.8 KiB
Markdown
74 lines
1.8 KiB
Markdown
# Metal Reflectance Node
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## Description
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Returns a **Metal Reflectance** value for a physically based material. The material to use can be selected with the **Material** dropdown parameter on the [Node](Node.md).
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When using **Specular** **Workflow** on a [PBR Master Node](PBR-Master-Node.md) this value should be supplied to the **Specular** [Port](Port.md). When using **Metallic** **Workflow** this value should be supplied to the **Albedo** [Port](Port.md).
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## Ports
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| Name | Direction | Type | Binding | Description |
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|:------------ |:-------------|:-----|:---|:---|
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| Out | Output | Vector 3 | None | Output value |
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## Controls
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| Name | Type | Options | Description |
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|:------------ |:-------------|:-----|:---|
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| Material | Dropdown | Iron, Silver, Aluminium, Gold, Copper, Chromium, Nickel, Titanium, Cobalt, Platform | Selects the material value to output. |
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## Generated Code Example
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The following example code represents one possible outcome of this node.
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**Iron**
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```
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float3 _MetalReflectance_Out = float3(0.560, 0.570, 0.580);
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```
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**Silver**
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```
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float3 _MetalReflectance_Out = float3(0.972, 0.960, 0.915);
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```
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**Aluminium**
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```
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float3 _MetalReflectance_Out = float3(0.913, 0.921, 0.925);
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```
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**Gold**
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```
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float3 _MetalReflectance_Out = float3(1.000, 0.766, 0.336);
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```
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**Copper**
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```
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float3 _MetalReflectance_Out = float3(0.955, 0.637, 0.538);
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```
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**Chromium**
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```
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float3 _MetalReflectance_Out = float3(0.550, 0.556, 0.554);
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```
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**Nickel**
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```
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float3 _MetalReflectance_Out = float3(0.660, 0.609, 0.526);
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```
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**Titanium**
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```
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float3 _MetalReflectance_Out = float3(0.542, 0.497, 0.449);
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```
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**Cobalt**
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```
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float3 _MetalReflectance_Out = float3(0.662, 0.655, 0.634);
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```
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**Platinum**
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```
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float3 _MetalReflectance_Out = float3(0.672, 0.637, 0.585);
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```
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