Material Rendering Variable Names
Names for material and rendering variables. These names are a guideline not a rule.
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
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)