Revision Difference
MaterialAPI#547706
<cat>Code.Shader</cat>⤶
<title>Material API</title>⤶
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# What is the Material API⤶
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The Material API is a collection of helper methods & texture inputs to describe the surface of your material. The main purpose of the Material API is to prepare your data and pass it to a shading model.⤶
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The Material API is automatically used when you add the `common/pixel.hlsl` include to your pixel shader.⤶
```⤶
PS⤶
{⤶
#include "common/pixel.hlsl"⤶
⤶
float4 MainPs( PixelInput i ) : SV_Target0⤶
{⤶
// Gather our texture inputs and convert them to the material struct⤶
Material m = GatherMaterial( i );⤶
// Force our object to be metallic⤶
m.Metalness = 1.3f;⤶
// Shade our surface with lighting⤶
return FinalizePixelMaterial( i, m );⤶
}⤶
}⤶
```⤶
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# Texture Inputs⤶
By default, the Material API provides a set of texture inputs. These texture inputs can be used to automatically populate the Material struct for you. To populate your Material object, simply call `GatherMaterial` using your `PixelInput` as the argument. GatherMaterial will automatically transform your normal map to be within object space, set up texture compression & pack different textures into one texture to reduce memory.⤶
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```⤶
Material m = GatherMaterial( i );⤶
```⤶
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<upload src="653cb/8daa5101c74c705.png" size="77533" name="image.png" />⤶
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# Material⤶
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```⤶
// Defined in common/pixel.material.structs.hlsl⤶
// Included automatically by common/pixel.hlsl⤶
struct Material⤶
{⤶
float3 Albedo; // default: float3(1.0, 1.0, 1.0)⤶
float3 Emission; // default: float3(0.0, 0.0, 0.0)⤶
float Opacity; // default: 1.0⤶
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float TintMask; // default: 1.0⤶
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float3 Normal; // default: float3(0.0, 0.0, 1.0), note: this is in world space⤶
float Roughness; // default: 1.0⤶
float Metalness; // default: 0.0,⤶
float3 AmbientOcclusion; // default: 1.0, can be normal AO or bent normal AO⤶
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// Everything below here is not used in the standard shading model at the time of writing⤶
float3 Sheen; // default: float3(0.0)⤶
float SheenRoughness; // default: 0.0⤶
float Clearcoat; // default: 0.0⤶
float ClearcoatRoughness; // default: 0.03⤶
float3 ClearcoatNormal; // default: float3(0.0, 0.0, 1.0)⤶
float Anisotropy; // default: 0.0⤶
float3 AnisotropyRotation; // default: float3(1.0, 0.0, 0.0)⤶
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// only available when the shading model is subsurface (skin, etc)⤶
float Thickness; // default: 0.5⤶
float SubsurfacePower; // default: 12.234⤶
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// only available when the shading model is cloth⤶
float3 SheenColor; // default: sqrt(baseColor)⤶
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// only available when the shading model is cloth/subsurface⤶
float3 SubsurfaceColor; // default: float3(0.0)⤶
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// only available when the shading model is refraction⤶
float3 Transmission; // default: 1.0⤶
float3 Absorption; // default float3(0.0, 0.0, 0.0)⤶
float IndexOfRefraction; // default: 1.5⤶
float MicroThickness; // default: 0.0⤶
};⤶
```