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	<updated>2026-09-27T05:26:24Z</updated>
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	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=PBR&amp;diff=9780</id>
		<title>PBR</title>
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		<updated>2019-07-01T21:24:29Z</updated>

		<summary type="html">&lt;p&gt;Bonjorno7: /* Integrating in your mod */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Physically based rendering shader. Source code is available at: https://github.com/thexa4/source-pbr&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
* $basetexture - The albedo texture&lt;br /&gt;
* $normaltexture - The normal map&lt;br /&gt;
* $mraotexture - A texture with the metalness on the red channel, roughness on the green channel and ambient occlusion on the blue channel.&lt;br /&gt;
* $envmap - Must be set to &amp;quot;env_cubemap&amp;quot;&lt;br /&gt;
* $pbrlookup - Must be set to &amp;quot;dev/pbr_lookup&amp;quot;&lt;br /&gt;
* $surfaceprop - One of the following: https://developer.valvesoftware.com/wiki/$surfaceprop&lt;br /&gt;
* $model - Should have a value of &amp;quot;1&amp;quot; if the texture is used on a prop.&lt;br /&gt;
* $translucent - Setting this to &amp;quot;1&amp;quot; enables alpha blending.&lt;br /&gt;
* %keywords - A list of keywords separated by commas, should contain &#039;empires&#039; as first element. Examples of keywords are: architectural,brown,gray,grime,hanger,industrial,metal,modern,shed,urban,wall,floor&lt;br /&gt;
* $basetexturetransform - Looks like this: &amp;quot;center 0.5 0.5 scale 0.1025 0.1025 rotate 0 translate 0 0&amp;quot; for a 2m by 2m texture.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
 &amp;quot;PBR&amp;quot;&lt;br /&gt;
 {&lt;br /&gt;
  &amp;quot;$basetexture&amp;quot;   &amp;quot;mymod/newtexture_albedo&amp;quot;&lt;br /&gt;
  &amp;quot;$normaltexture&amp;quot; &amp;quot;mymod/newtexture_normal&amp;quot;&lt;br /&gt;
  &amp;quot;$mraotexture&amp;quot;   &amp;quot;mymod/newtexture_mrao&amp;quot;&lt;br /&gt;
  &amp;quot;$envmap&amp;quot;        &amp;quot;env_cubemap&amp;quot;&lt;br /&gt;
  &amp;quot;$pbrlookup&amp;quot;     &amp;quot;dev/pbr_lookup&amp;quot;&lt;br /&gt;
  &amp;quot;$surfaceprop&amp;quot;   &amp;quot;metal&amp;quot;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
== Integrating in your mod ==&lt;br /&gt;
The shader is built on top of the [https://github.com/ValveSoftware/source-sdk-2013/ Base SDK github code]. If you continued working on top of that and still use git, you can merge in this change: https://help.github.com/articles/syncing-a-fork/&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You have to start the game with the -forceallmips startup parameter for rough materials to look good.&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
* You have to start hammer with a -game &amp;lt;yourmod&amp;gt; startup parameter. You can add this by editing &#039;bin/Hammer.bat&#039;&lt;br /&gt;
* Make sure cubemaps are on on 128x128 or higher (default in Empires)&lt;br /&gt;
* The shader works with the Unreal Engine format of https://gametextures.com&lt;br /&gt;
&lt;br /&gt;
== Getting help ==&lt;br /&gt;
If you need help or have suggestions, please contact @Thexa4 on the [https://discord.gg/UH6Sc6B Empires Discord] or the [https://discord.gg/wpFf2f6 Source Modding Community].&lt;/div&gt;</summary>
		<author><name>Bonjorno7</name></author>
	</entry>
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