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CopperCube PBR Materials Test
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[quote][b][/b] wrote: @j9907, Thanks a lot for the purchase, I hope the shader will be useful. :) @Coppernoob, Thanks for the comment, Yeah there is already an option in the shader to control the roughness, you can easily make the object more shiny or rough by adjusting the parameter values. Also for this particular model, I wanted to give it a more rusty kind of look, So I used a higher strength for Normal Map and for the roughness as well. Right now the usage of the shader is a bit tedious and might not be easy for the end-user to set up without a proper guide. So, I am trying to figure out ways to improve the usability of the shader. Making it easier to set up. I also added an emission map functionality to the shader, but as of now, it has no such use, because of the in-built "Glow(Bloom)" post effects. The inbuilt post effects react to the whole screen, instead of just the emission map supplied to the object. CC right now, don't allow to do external screenspace shaders. Right now the emission map will just add the color to the object. [b] If you guys have any model recommendations to test this shader on, then please let me know. I want to make sure the shader works on all kinds of models. I have tried this on a few models and it works pretty well on them.[/b][/quote]
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