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MaterialAndRenderingVariables.md

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Material Rendering Variable Names

Names for material and rendering variables. These names are a guideline not a rule.

Material Variables

Name Type Range Description
baseColor float3 Base color of material, aka albedo
roughness float [0, 1] Roughness for both dielectric and metals, aka perceptualRoughness
metallic float [0, 1] 1 = metal material, 0 = dielectric material
specular float [0, 1] Specular reflection strength for rough dielectric materials, use 0.5 if in doubt
ior float Index of refraction

Rendering Variables

Name Type Range Description
P float3 Surface position
N float3 Normalized surface normal
E float3 Eye position
V float3 Normalized view vector: V = normalize(E - P)
I float3 Normalized incident vector: I = -V
R float3 Normalized reflection vector: R = reflect(-V, N)
H float3 Normalized half vector: H = normalize(L + V)
L float3 Normalized light vector: L = normalized(Lp - P)
Lp float3 Light position
Lc float3 Light color
Ls float Light intensity
Rd float3 Diffuse bidirectional reflectance
Rs float3 Specular bidirectional reflectance
Cd float3 Diffuse color remapped from baseColor (or albedo): Cd = baseColor * dielectric
F0 float3 Fresnel at 0 degrees: F0 = (0.16 * specular * specular * dielectric) + (baseColor * metallic)
alpha float Squared value of roughness (or perceptualRoughness) from material: alpha = roughness * roughness
dielectric float 1 = dielectric material, 0 = metal material: dielectric = (1 = metallic)