The main textures for the Skin shaders.
NOTE: Stores a transmission map in the base color alpha that acts as the strength for the Subsurface scattering and Transmission effects.
Parameters
Name | Type | Description |
---|---|---|
Tint | Color | (RGB) Base color tint. (A) Scattering scale. |
Base Color(RGB) SSS(A) | Color Map | (RGB) Base color. (A) Scattering weight and transmission thickness. [Tiling, Offset, Scroll, UV Set] |
Metal(R) AO(G) Spec(B) Rough(A) | AlloyPM | (R) Metallic mask. (G) Ambient Occlusion. (B) Specularity. (A) Roughness. |
Normals | Bump Map | Surface normals in tangent space. |
Vertex Color Tint | Float [0-1] | Amount that base color is tinted by the vertex color RGB. |